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snapdragon参数解析

2022-09-14 22:09  kk20161206  阅读(469)  评论(0编辑  收藏  举报
  1. GPU % Bus Busy

  • gpu到系统存储总线忙碌的近似百分比

  1. Write Total(Bytes/Sec)

  • gpu往主存,每秒写的bytes

  1. 顶点内存读(Bytes/sec)

  • 每秒从主存读的顶点数据的bytes

  1. 贴图内存读BW (Bytes/Second) 每秒从内存读取的贴图数据,包括从内存读取的平台压缩贴图数据。 shader程序内存读取 (Bytes/Second) 每秒shader进程从内存读取的数据的bytes数 读取总量 (Bytes/sec) 每秒sgpu从内存读取的数据的bytes数 Avg Bytes / Vertex Average number of bytes transferred from main memory for each vertex. Avg Bytes / Fragment Average number of bytes transferred from main memory for each fragment. Avg Preemption Delay抢占 Average time (us) from the preemption request to preemption start. % Shader ALU Capacity Utilized Percent of maximum shader capacity (ALU operations) utilized. For each cycle that the shaders are working, the average percentage of the total shader ALU capacity that is utilized for that cycle. % Shaders Busy Percentage of time that all Shader cores are busy. % Shaders Stalled Percentage of time that all Shader cores are stalled? % Texture Pipes Busy

% Time ALUs Working Percentage of time the ALUs are working while the Shaders are busy. % Time Compute Amount of time spent in compute work compared to the total time spent shading everything. % Time EFUs Working Percentage of time the EFUs are working while the Shaders are busy. % Time Shading Fragments Amount of time spent shading fragments compared to the total time spent shading everything. % Time Shading Vertices Amount of time spent shading vertices compared to the total time spent shading everything. 和上面处理片元的和为100%. ALU / Fragment Average number of scalar fragment shader ALU instructions issued per shaded fragment, expressed as full precision ALUs (2 mediump = 1 fullp). Includes interpolation instruction. Does not include vertex shader instructions. ALU / Vertex Average number of vertex scalar shader ALU instructions issued per shaded vertex. Does not include fragment shader instructions. EFU / Fragment Average number of scalar fragment shader EFU instructions issued per shaded fragment. Does not include Vertex EFU instructions EFU / Vertex Average number of scalar vertex shader EFU instructions issued per shaded vertex. Does not include fragment EFU instructions Fragment ALU Instructions / Sec (Full) Total number of full precision fragment shader instructions issued, per second. Does not include medium precision instructions or texture fetch instructions. Fragment ALU Instructions / Sec (Half) Total number of half precision Scalar fragment shader instructions issued, per second. Does not include full precision instructions or texture fetch instructions. Fragment EFU Instructions / Second Total number of Scalar fragment shader Elementary Function Unit (EFU) instructions issued, per second. These include math functions like sin, cos, pow, etc. Fragment Instructions / Second Total number of fragment shader instructions issued, per second. Reported as full precision scalar ALU instructions - 2 medium precision instructions equal 1 full precision instruction. Also includes interpolation instructions (which are executed on the ALU hardware) and EFU (Elementary Function Unit) instructions. Does not include texture fetch instructions. Fragments Shaded / Second Number of fragments submitted to the shader engine, per second. Textures / Fragment Average number of textures referenced per fragment. Textures / Vertex Average number of textures referenced per vertex. Vertex Instructions / Second Total number of scalar vertex shader instructions issued, per second. Includes full precision ALU vertex instructions and EFU vertex instructions. Does not include medium precision instructions (since they are not used for vertex shaders). Does not include vertex fetch or texture fetch instructions. Vertices Shaded / Second Number of vertices submitted to the shader engine, per second. % instruction cache miss

% stalled on System Memory Percentage of cycles the L2 cache is stalled waiting for data from system memory. % Texture Fetch Stall Percentage of clock cycles where the shader processors cannot make any more requests for texture data. A high value for this metric implies the shaders cannot get texture data from the texture pipe (L1, L2 cache or memory) fast enough, and rendering performance may be negatively affected. % Texture L1 Miss Number of L1 texture cache misses divided by L1 texture cache requests. This metric does not consider how many texture requests are made per time period (like the ‘% GPU L1 Texture cache miss’ metric), but is simple miss to request ratio. % Texture L2 Miss Number of L2 texture cache misses divided by L2 texture cache requests. This metric does not consider how many texture requests are made per time period, but is simple miss to request ratio. % Vertex Fetch Stall Percentage of clock cycles where the GPU cannot make any more requests for vertex data. A high value for this metric implies the GPU cannot get vertex data from memory fast enough, and rendering performance may be negatively affected. % L1 Texture Cache Miss Per Pixel Average number of Texture L1 cache misses per pixel. Lower values for this metric imply better memory coherency. If this value is high, consider using compressed textures, reducing texture usage, etc.