When anyone capture my application window with Intel GPA, it can see my shader source code in HLSL or Assembly.
But GPA can not retrieve HLSL source code of some other softwares such as today commercial games.
I want know how can i protect my HLSL shader source code from capturing with GPA, Its not important for me about assembly, just want hide/disable HLSL view.
One fun thing is that GPA show my HLSL source code with all comments! even if i described somethings for myself.
More info :
1.My application is using DirectX 9.0 + VS2010+ C++.
2.I tested GPA on some DirectX games, GPA say HLSL code is not available for the games! but for my application show all of HLSL or Assembly source code shader.
Thank you for any help.
GPA captures HLSL code if your shaders are compiled using a DX API call within the game itself. If your game uses precompiled binaries, then there is no HLSL code in the capture file, and Intel GPA Frame Analyzer will not be able to see the HLSL.
Please let me know if this has answered your question.