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Vulkan Frame Capture View

Attention: This view is only available in the Vulkan perspective by default.

Just as for OpenGL ES applications, framebuffers for Vulkan applications can be captured using the Capture Frame button (see Capturing Framebuffer Content). For all calls to vkQueueSubmit within the captured frame, MGD will capture each color, resolve, and depth/stencil framebuffer attachment that has been modified by each draw call inside each submitted command buffer.

Framebuffer attachment images that were created with anything other than the VK_SAMPLE_COUNT_1_BIT as the samples parameter will not be captured. However, if the multisampled image has a corresponding resolve attachment in the render pass, the resolve attachment will be captured after each draw call.

Currently, the Overdraw, Shadermap, and Fragment Count capture modes are unsupported for Vulkan applications, and the buttons will be disabled when tracing an application that contains only Vulkan function calls.

Additionally, the Capture All Framebuffer Attachments button is disabled, as by default all framebuffer attachments are captured.

When a call to vkQueueSubmit has been selected, the tree of draw calls within the vkQueueSubmit is displayed in the Frame Capture view. Selecting any tree item will show information about that tree item.

If the currently selected call to vkQueueSubmit is within a captured frame, selecting a draw call will display the contents of all captured framebuffer attachments after that draw call was executed.

The icon will be displayed next to tree items when framebuffer attachment data has been received. Captured framebuffer attachments can be viewed as soon as the data has been received by the host, so it is not necessary to wait until the Capturing frame dialog has completed to start examining the data.

In certain situations you might want to view the framebuffer attachment with different alpha options. The following alpha modes are available:
  • Ignore Alpha ignores the alpha values in the attachment and sets the alpha value for each pixel to it's maximum (i.e. fully opaque).
  • Use Alpha does normal alpha blending using the alpha values in the attachment.
  • Visualize Alpha Channel ignores the color information in the attachment and shows the alpha values for each pixel. The alpha values are shown in a range from black (minimum alpha/fully transparent) to white (maximum alpha/fully opaque).

The stencil component of combined depth/stencil attachments will be visualized in the alpha channel of the displayed image.

High dynamic range (HDR) image formats such as VK_FORMAT_B10G11R11_UFLOAT_PACK32 are tone mapped for display in the UI by calculating the minimum and maximum floating point values in the entire image for each channel, and then scaling each channel's values to between 0 and 255 according to these calculated minimum and maximum values. Channels that have a value of 0 are ignored by the tone mapper and will remain at 0 in the displayed image.