   PIX and Multi-threaded D3D11
  Hello.Our D3D11 rendering engine have just come to the point where we can actually draw stuff :) It makes use of the D3D11 deferred context to allow for individual draw calls to be generated from different threads and accumulated to command lists which then are executed by the immediate context. The basics of D3D11 multi-threading. Everything works as it should, the problem I'm having is with PIX, and I almost believe it's just a matter of PIX not fully supporting all aspects of D3D11 yet, I know it doesn't support the new shader-types in 11 for example, but I haven't found any definite information about this issue.When I capture a frame to look at within PIX (Feb 2010 SDK), all I get are the CommandList calls where I would expect to find all the individual API calls in an immediate renderer. I understand that this makes sense, in a sense, since the ExecuteCommandList is really the only API calls we make from the immediate context. But I was kind of hoping D3D would be "smart" enough to expand the commands recorded to the command lists and actually show them individually in PIX. As it is now it makes it rather hard to do any sort of meaningful debugging. So, I was wondering if anyone know some way to make the individual API calls to show up in PIX when using command lists, or if this is something we'll have to wait for in an SDK update.   
  Hi,If you go to View-->Options and check "Show create and populate events", then restart PIX, you will see (at the beginning of the frame) events for the calls that PIX injected to set up the command lists (and all other objects) used in that frame.  It probably won't let you "single-step" through the execution of the command list, though.For a future version of PIX, we may have the ExecuteCommandList event be expandable, allowing you to single-step through the calls.  Let me know if you have other thoughts on how to improve PIX in this department.Hope this helps.-Mike   