Triangles In
- Number of triangles submitted to the tiling hardware.
Triangles Input per Draw
- Average number of triangles input to the tiling hardware per draw.
Triangles Out
- Number of triangles output after back-face, off-screen and sub-pixel culling.
Triangle Ratio
- Ratio of the number of triangles output over input, note that while culling removes triangles reducing the ratio, clipping may increase the ratio.
Vertex Sharing
- Percentage average of the number of transformed vertices being shared across primitives, a higher value indicates more efficient vertex sharing, resulting in more efficient cache utilisation.
Tiles per Triangle
- Average number of tiles a triangle touches, this indicates how many tiles need to be processed per primitive. A large value may increase the amount of work required during rasterization.
Geometry Load
- Percentage of time the tile binning hardware spent processing primitives.
HSR Efficiency
- Percentage of pixels submitted to the Hidden Surface Removal hardware compared to the pixels that were actually shaded. For example a value of 50% means that half of the pixels were rejected before fragment processing, saving valuable processing resources.
Overdraw
- Percentage of on-screen pixels that were drawn more than once. For example a value of 0% means that every on-screen pixel was shaded exactly once, while a value of 100% means that every on-screen pixel was shaded exactly twice.
ISP Pixel Load
- Percentage of time the rasterization hardware spent processing pixels.
Z/Stencil Load/Store
- Percentage of time the rasterization hardware spent loading and storing the Z/Stencil buffer.
ISP Throughput
- Percentage of tiles that the rasterization hardware is processing concurrently during a 3D workload, a higher value implies better rasterization HW utilisation. A low value could be the result of the renderpass requiring more memory per pixel due to MRT/PLS setup.
Pixels Out
- Number of pixels written by the GPU to main memory.
PBE Load
- Percentage of time the pixel back-end spent processing pixels. A high value indicates the application is using high resolution render surface(s).
Vertex Shader Load
- Percentage average of the time spent processing vertex shaders.
Fragment Shader Load
- Percentage average of the time spent processing fragment shaders.
Compute Shader Load
- Percentage average of the time spent processing compute shaders.
Shaded Vertices
- Number of vertices shaded by the shader core.
Shaded Fragments
- Number of fragments shaded by the shader core.
Processed Kernels
- Number of compute kernels processed by the shader core.
Cycles per Vertex
- Average number of cycles the shader core spent processing vertices.
Cycles per Pixel
- Average number of cycles the shader core spent processing pixels.
Cycles per Kernel
- Average number of cycles the shader core spent processing compute kernels.
Register Overload
- Percentage of time the shader core was stalled due to temporary register pressure.
Texturing Unit Active
- Percentage of time the texturing unit spent processing texture requests.
Texturing Unit Overload
- Percentage of time the shader core was stalled waiting for a texture request.
Memory Interface Load
- Percentage utilisation of the interface between the GPU and main memory.
GPU Clock Speed
- Current GPU clock in Hz. This may change during a profiling session due to DVFS etc.