Performance Counters
The performance counters exposed through GPU Performance API are organized into groups to help provide clarity and organization to all the available data. Below is a collective list of counters from all the supported hardware generations. Some of the counters may not be available depending on the hardware being profiled. To view which GPUs belong to which hardware generations, the best reference is the gs_cardInfo array in the common-src-DeviceInfo repository on GitHub. You can see how the various cards map to hardware generations by looking at the GDT_HW_GENERATION enum
For Graphics workloads, it is recommended that you initially profile with counters from the Timing group to determine whether the profiled calls are worth optimizing (based on GPUTime value), and which parts of the pipeline are performing the most work. Note that because the GPU is highly parallelized, various parts of the pipeline can be active at the same time; thus, the “Busy” counters probably will sum over 100 percent. After identifying one or more stages to investigate further, enable the corresponding counter groups for more information on the stage and whether or not potential optimizations exist.
Pipeline-Based Counter Groups
On Vega, RDNA, RDNA2, and RDNA3 hardware, certain use cases allow the driver to make optimizations by combining two shader stages together. For example, in a Vertex + Geometry + Pixel Shader pipeline (VS-GS-PS), the Vertex and Geometry Shaders get combined and GPUPerfAPI exposes them in the “VertexGeometry” group (counters with the “VsGs” prefix). In pipelines that use tessellation, the Vertex and Hull Shaders are combined and exposed as the “PreTessellation” group (with “PreTess” prefix), and the Domain and Geometry Shaders (if GS is used) are combined into the the “PostTessellation” group (with “PostTess” prefix). Pixel Shaders and Compute Shaders are always exposed as their respective types. The table below may help to visualize the mapping between the API-level shaders (across the top), and which prefixes to look for in the GPUPerfAPI counters.
Pipeline |
Vertex |
Hull |
Domain |
Geometry |
Pixel |
Compute |
---|---|---|---|---|---|---|
VS-PS |
VsGs |
PS |
||||
VS-GS-PS |
VsGs |
VsGs |
PS |
|||
VS-HS-DS-PS |
PreTess |
PreTess |
PostTess |
PostTess |
PS |
|
VS-HS-DS-GS-PS |
PreTess |
PreTess |
PostTess |
PostTess |
PS |
|
CS |
CS |
A Note About Third-Party Applications
Several third-party applications (such as RenderDoc and Microsoft PIX) integrate GPUPerfAPI as part of their profiling feature set. These applications may choose to expose only a subset of the counters supported by GPUPerfAPI, especially in cases where the counters do not support the design goals of the application. Specifically, it is known that the counters reporting a percentage are not exposed. This is due to the way that these tools collect and report aggregate performance counter values for groups of draw calls. For instance, if a set of draw calls is grouped together by a User Marker, a tool may report performance counter values for the User Marker by simply summing up the counter values for the individual draw calls. While this may be valid for many counters, it does not work well for percentage-based counters. Even if the tools were to perform a simple average of the percent values, it still may not provide an accurate reflection of the actual performance. For most of the percentage-based counters, GPUPerfAPI also exposes counters representing the components used to calculate the percentage. One example of this is the cache hit counters – these are exposed both as a cache hit percentage and as individual counters representing the number of cache requests, the number of hits and the number of misses. Please reference the Usage column of the tables below to know which counters will not be exposed by these applications.
Counters Exposed for Graphics Performance Analysis
The following tables show the set of counters exposed for analysis of GPU Graphics workloads, as well the family of GPUs and APUs on which each counter is available:
RDNA3 Counters
Timing Group
Counter Name |
Usage |
Brief Description |
---|---|---|
GPUTime |
Nanoseconds |
Time this API command took to execute on the GPU in nanoseconds from the time the previous command reached the bottom of the pipeline (BOP) to the time this command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel. |
ExecutionDuration |
Nanoseconds |
GPU command execution duration in nanoseconds, from the time the command enters the top of the pipeline (TOP) to the time the command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel. |
ExecutionStart |
Nanoseconds |
GPU command execution start time in nanoseconds. This is the time the command enters the top of the pipeline (TOP). |
ExecutionEnd |
Nanoseconds |
GPU command execution end time in nanoseconds. This is the time the command reaches the bottom of the pipeline (BOP). |
GPUBusy |
Percentage |
The percentage of time the GPU command processor was busy. |
GPUBusyCycles |
Cycles |
Number of GPU cycles that the GPU command processor was busy. |
TessellatorBusy |
Percentage |
The percentage of time the tessellation engine is busy. |
TessellatorBusyCycles |
Cycles |
Number of GPU cycles that the tessellation engine is busy. |
VsGsBusy |
Percentage |
The percentage of time the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline. |
VsGsBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline. |
VsGsTime |
Nanoseconds |
Time VS or GS are busy in nanoseconds in a VS-[GS-]PS pipeline. |
PreTessellationBusy |
Percentage |
The percentage of time the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation. |
PreTessellationBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation. |
PreTessellationTime |
Nanoseconds |
Time VS and HS are busy in nanoseconds in a pipeline that uses tessellation. |
PostTessellationBusy |
Percentage |
The percentage of time the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation. |
PostTessellationBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation. |
PostTessellationTime |
Nanoseconds |
Time DS or GS are busy in nanoseconds in a pipeline that uses tessellation. |
PSBusy |
Percentage |
The percentage of time the ShaderUnit has pixel shader work to do. |
PSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has pixel shader work to do. |
PSTime |
Nanoseconds |
Time pixel shaders are busy in nanoseconds. |
CSBusy |
Percentage |
The percentage of time the ShaderUnit has compute shader work to do. |
CSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has compute shader work to do. |
CSTime |
Nanoseconds |
Time compute shaders are busy in nanoseconds. |
PrimitiveAssemblyBusy |
Percentage |
The percentage of GPUTime that primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck. |
PrimitiveAssemblyBusyCycles |
Cycles |
Number of GPU cycles the primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck. |
TexUnitBusy |
Percentage |
The percentage of GPUTime the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account. |
TexUnitBusyCycles |
Cycles |
Number of GPU cycles the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account. |
DepthStencilTestBusy |
Percentage |
Percentage of time GPU spent performing depth and stencil tests relative to GPUBusy. |
DepthStencilTestBusyCycles |
Cycles |
Number of GPU cycles spent performing depth and stencil tests. |
VertexGeometry Group
Counter Name |
Usage |
Brief Description |
---|---|---|
VsGsVerticesIn |
Items |
The number of unique vertices processed by the VS and GS. |
VsGsPrimsIn |
Items |
The number of primitives passed into the GS. |
PreTessellation Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PreTessVerticesIn |
Items |
The number of unique vertices processed by the VS and HS when using tessellation. |
PostTessellation Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PostTessPrimsOut |
Items |
The number of primitives output by the DS and GS when using tessellation. |
PrimitiveAssembly Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PrimitivesIn |
Items |
The number of primitives received by the hardware. This includes primitives generated by tessellation. |
CulledPrims |
Items |
The number of culled primitives. Typical reasons include scissor, the primitive having zero area, and back or front face culling. |
ClippedPrims |
Items |
The number of primitives that required one or more clipping operations due to intersecting the view volume or user clip planes. |
PAStalledOnRasterizer |
Percentage |
Percentage of GPUTime that primitive assembly waits for rasterization to be ready to accept data. This roughly indicates for what percentage of time the pipeline is bottlenecked by pixel operations. |
PAStalledOnRasterizerCycles |
Cycles |
Number of GPU cycles the primitive assembly waits for rasterization to be ready to accept data. Indicates the number of GPU cycles the pipeline is bottlenecked by pixel operations. |
PixelShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PSPixelsOut |
Items |
Pixels exported from shader to color buffers. Does not include killed or alpha tested pixels; if there are multiple render targets, each render target receives one export, so this will be 2 for 1 pixel written to two RTs. |
PSExportStalls |
Percentage |
Pixel shader output stalls. Percentage of GPUBusy. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer. |
PSExportStallsCycles |
Cycles |
Number of GPU cycles the pixel shader output stalls. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer. |
ComputeShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
CSThreadGroupsLaunched |
Items |
The total number of thread groups launched. |
CSWavefrontsLaunched |
Items |
The total number of wavefronts launched for the CS. |
CSThreadsLaunched |
Items |
The number of CS threads launched and processed by the hardware. |
CSThreadGroupSize |
Items |
The number of CS threads within each thread group. |
CSALUStalledByLDS |
Percentage |
The average percentage of GPUTime each wavefronts’ ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad). |
CSALUStalledByLDSCycles |
Cycles |
The average number of GPU cycles each wavefronts’ ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad). |
CSLDSBankConflict |
Percentage |
The average percentage of GPUTime an LDS is stalled due to bank conflicts. Value range: 0% (optimal) to 100% (bad). |
CSLDSBankConflictCycles |
Cycles |
The average number of GPU cycles an LDS is stalled by bank conflicts. Value range: 0 (optimal) to GPUBusyCycles (bad). |
TextureUnit Group
Counter Name |
Usage |
Brief Description |
---|---|---|
TexTriFilteringPct |
Percentage |
Percentage of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified). |
TexTriFilteringCount |
Items |
Count of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified). |
NoTexTriFilteringCount |
Items |
Count of pixels that did not receive trilinear filtering. |
TexVolFilteringPct |
Percentage |
Percentage of pixels that received volume filtering. |
TexVolFilteringCount |
Items |
Count of pixels that received volume filtering. |
NoTexVolFilteringCount |
Items |
Count of pixels that did not receive volume filtering. |
TexAveAnisotropy |
Items |
The average degree of anisotropy applied. A number between 1 and 16. The anisotropic filtering algorithm only applies samples where they are required (e.g. there will be no extra anisotropic samples if the view vector is perpendicular to the surface) so this can be much lower than the requested anisotropy. |
DepthAndStencil Group
Counter Name |
Usage |
Brief Description |
---|---|---|
HiZTilesAccepted |
Percentage |
Percentage of tiles accepted by HiZ and will be rendered to the depth or color buffers. |
HiZTilesAcceptedCount |
Items |
Count of tiles accepted by HiZ and will be rendered to the depth or color buffers. |
HiZTilesRejectedCount |
Items |
Count of tiles not accepted by HiZ. |
PreZTilesDetailCulled |
Percentage |
Percentage of tiles rejected because the associated prim had no contributing area. |
PreZTilesDetailCulledCount |
Items |
Count of tiles rejected because the associated primitive had no contributing area. |
PreZTilesDetailSurvivingCount |
Items |
Count of tiles surviving because the associated primitive had contributing area. |
HiZQuadsCulled |
Percentage |
Percentage of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized. |
HiZQuadsCulledCount |
Items |
Count of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized. |
HiZQuadsAcceptedCount |
Items |
Count of quads that did continue on in the pipeline after HiZ. |
PreZQuadsCulled |
Percentage |
Percentage of quads rejected based on the detailZ and earlyZ tests. |
PreZQuadsCulledCount |
Items |
Count of quads rejected based on the detailZ and earlyZ tests. |
PreZQuadsSurvivingCount |
Items |
Count of quads surviving detailZ and earlyZ tests. |
PostZQuads |
Percentage |
Percentage of quads for which the pixel shader will run and may be postZ tested. |
PostZQuadCount |
Items |
Count of quads for which the pixel shader will run and may be postZ tested. |
PreZSamplesPassing |
Items |
Number of samples tested for Z before shading and passed. |
PreZSamplesFailingS |
Items |
Number of samples tested for Z before shading and failed stencil test. |
PreZSamplesFailingZ |
Items |
Number of samples tested for Z before shading and failed Z test. |
PostZSamplesPassing |
Items |
Number of samples tested for Z after shading and passed. |
PostZSamplesFailingS |
Items |
Number of samples tested for Z after shading and failed stencil test. |
PostZSamplesFailingZ |
Items |
Number of samples tested for Z after shading and failed Z test. |
ZUnitStalled |
Percentage |
The percentage of GPUTime the depth buffer spends waiting for the color buffer to be ready to accept data. High figures here indicate a bottleneck in color buffer operations. |
ZUnitStalledCycles |
Cycles |
Number of GPU cycles the depth buffer spends waiting for the color buffer to be ready to accept data. Larger numbers indicate a bottleneck in color buffer operations. |
DBMemRead |
Bytes |
Number of bytes read from the depth buffer. |
DBMemWritten |
Bytes |
Number of bytes written to the depth buffer. |
MemoryCache Group
Counter Name |
Usage |
Brief Description |
---|---|---|
L0CacheHit |
Percentage |
The percentage of read requests that hit the data in the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
L0CacheRequestCount |
Items |
The number of read requests made to the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. |
L0CacheHitCount |
Items |
The number of read requests which result in a cache hit from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. |
L0CacheMissCount |
Items |
The number of read requests which result in a cache miss from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. |
ScalarCacheHit |
Percentage |
The percentage of read requests made from executing shader code that hit the data in the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
ScalarCacheRequestCount |
Items |
The number of read requests made from executing shader code to the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. |
ScalarCacheHitCount |
Items |
The number of read requests made from executing shader code which result in a cache hit from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. |
ScalarCacheMissCount |
Items |
The number of read requests made from executing shader code which result in a cache miss from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. |
InstCacheHit |
Percentage |
The percentage of read requests made that hit the data in the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
InstCacheRequestCount |
Items |
The number of read requests made to the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. |
InstCacheHitCount |
Items |
The number of read requests which result in a cache hit from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. |
InstCacheMissCount |
Items |
The number of read requests which result in a cache miss from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. |
L1CacheHit |
Percentage |
The percentage of read or write requests that hit the data in the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
L1CacheRequestCount |
Items |
The number of read or write requests made to the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. |
L1CacheHitCount |
Items |
The number of read or write requests which result in a cache hit from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. |
L1CacheMissCount |
Items |
The number of read or write requests which result in a cache miss from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. |
L2CacheHit |
Percentage |
The percentage of read or write requests that hit the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
L2CacheMiss |
Percentage |
The percentage of read or write requests that miss the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (optimal) to 100% (all miss). |
L2CacheRequestCount |
Items |
The number of read or write requests made to the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. |
L2CacheHitCount |
Items |
The number of read or write requests which result in a cache hit from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. |
L2CacheMissCount |
Items |
The number of read or write requests which result in a cache miss from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. |
L0TagConflictReadStalledCycles |
Items |
The number of cycles read operations from the L0 cache are stalled due to tag conflicts. |
L0TagConflictWriteStalledCycles |
Items |
The number of cycles write operations to the L0 cache are stalled due to tag conflicts. |
L0TagConflictAtomicStalledCycles |
Items |
The number of cycles atomic operations on the L0 cache are stalled due to tag conflicts. |
GlobalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
FetchSize |
Bytes |
The total bytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
WriteSize |
Bytes |
The total bytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
MemUnitBusy |
Percentage |
The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound). |
MemUnitBusyCycles |
Cycles |
Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalledCycles). This is measured with all extra fetches and writes and any cache or memory effects taken into account. |
MemUnitStalled |
Percentage |
The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad). |
MemUnitStalledCycles |
Cycles |
Number of GPU cycles the memory unit is stalled. |
WriteUnitStalled |
Percentage |
The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad). |
WriteUnitStalledCycles |
Cycles |
Number of GPU cycles the Write unit is stalled. |
LocalVidMemBytes |
Bytes |
Number of bytes read from or written to the Infinity Cache (if available) or local video memory |
PcieBytes |
Bytes |
Number of bytes sent and received over the PCIe bus |
RayTracing Group
Counter Name |
Usage |
Brief Description |
---|---|---|
RayTriTests |
Items |
The number of ray triangle intersection tests. |
RayBoxTests |
Items |
The number of ray box intersection tests. |
TotalRayTests |
Items |
Total number of ray intersection tests, includes both box and triangle intersections. |
RayTestsPerWave |
Items |
The number of ray intersection tests per wave. |
RDNA2 Counters
Timing Group
Counter Name |
Usage |
Brief Description |
---|---|---|
GPUTime |
Nanoseconds |
Time this API command took to execute on the GPU in nanoseconds from the time the previous command reached the bottom of the pipeline (BOP) to the time this command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel. |
ExecutionDuration |
Nanoseconds |
GPU command execution duration in nanoseconds, from the time the command enters the top of the pipeline (TOP) to the time the command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel. |
ExecutionStart |
Nanoseconds |
GPU command execution start time in nanoseconds. This is the time the command enters the top of the pipeline (TOP). |
ExecutionEnd |
Nanoseconds |
GPU command execution end time in nanoseconds. This is the time the command reaches the bottom of the pipeline (BOP). |
GPUBusy |
Percentage |
The percentage of time the GPU command processor was busy. |
GPUBusyCycles |
Cycles |
Number of GPU cycles that the GPU command processor was busy. |
TessellatorBusy |
Percentage |
The percentage of time the tessellation engine is busy. |
TessellatorBusyCycles |
Cycles |
Number of GPU cycles that the tessellation engine is busy. |
VsGsBusy |
Percentage |
The percentage of time the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline. |
VsGsBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline. |
VsGsTime |
Nanoseconds |
Time VS or GS are busy in nanoseconds in a VS-[GS-]PS pipeline. |
PreTessellationBusy |
Percentage |
The percentage of time the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation. |
PreTessellationBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation. |
PreTessellationTime |
Nanoseconds |
Time VS and HS are busy in nanoseconds in a pipeline that uses tessellation. |
PostTessellationBusy |
Percentage |
The percentage of time the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation. |
PostTessellationBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation. |
PostTessellationTime |
Nanoseconds |
Time DS or GS are busy in nanoseconds in a pipeline that uses tessellation. |
PSBusy |
Percentage |
The percentage of time the ShaderUnit has pixel shader work to do. |
PSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has pixel shader work to do. |
PSTime |
Nanoseconds |
Time pixel shaders are busy in nanoseconds. |
CSBusy |
Percentage |
The percentage of time the ShaderUnit has compute shader work to do. |
CSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has compute shader work to do. |
CSTime |
Nanoseconds |
Time compute shaders are busy in nanoseconds. |
PrimitiveAssemblyBusy |
Percentage |
The percentage of GPUTime that primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck. |
PrimitiveAssemblyBusyCycles |
Cycles |
Number of GPU cycles the primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck. |
TexUnitBusy |
Percentage |
The percentage of GPUTime the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account. |
TexUnitBusyCycles |
Cycles |
Number of GPU cycles the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account. |
DepthStencilTestBusy |
Percentage |
Percentage of time GPU spent performing depth and stencil tests relative to GPUBusy. |
DepthStencilTestBusyCycles |
Cycles |
Number of GPU cycles spent performing depth and stencil tests. |
VertexGeometry Group
Counter Name |
Usage |
Brief Description |
---|---|---|
GSVerticesOut |
Items |
The number of vertices output by the GS. |
PreTessellation Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PreTessVALUInstCount |
Items |
Average number of vector ALU instructions executed for the VS and HS in a pipeline that uses tessellation. Affected by flow control. |
PreTessSALUInstCount |
Items |
Average number of scalar ALU instructions executed for the VS and HS in a pipeline that uses tessellation. Affected by flow control. |
PreTessVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PreTessVALUBusyCycles |
Cycles |
Number of GPU cycles vector where ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PreTessSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PreTessSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PreTessVerticesIn |
Items |
The number of vertices processed by the VS and HS when using tessellation. |
PostTessellation Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PostTessPrimsOut |
Items |
The number of primitives output by the DS and GS when using tessellation. |
PostTessVALUInstCount |
Items |
Average number of vector ALU instructions executed for the DS and GS in a pipeline that uses tessellation. Affected by flow control. |
PostTessSALUInstCount |
Items |
Average number of scalar ALU instructions executed for the DS and GS in a pipeline that uses tessellation. Affected by flow control. |
PostTessVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PostTessVALUBusyCycles |
Cycles |
Number of GPU cycles vector where ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PostTessSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PostTessSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PrimitiveAssembly Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PrimitivesIn |
Items |
The number of primitives received by the hardware. This includes primitives generated by tessellation. |
CulledPrims |
Items |
The number of culled primitives. Typical reasons include scissor, the primitive having zero area, and back or front face culling. |
ClippedPrims |
Items |
The number of primitives that required one or more clipping operations due to intersecting the view volume or user clip planes. |
PAStalledOnRasterizer |
Percentage |
Percentage of GPUTime that primitive assembly waits for rasterization to be ready to accept data. This roughly indicates for what percentage of time the pipeline is bottlenecked by pixel operations. |
PAStalledOnRasterizerCycles |
Cycles |
Number of GPU cycles the primitive assembly waits for rasterization to be ready to accept data. Indicates the number of GPU cycles the pipeline is bottlenecked by pixel operations. |
PixelShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PSPixelsOut |
Items |
Pixels exported from shader to color buffers. Does not include killed or alpha tested pixels; if there are multiple render targets, each render target receives one export, so this will be 2 for 1 pixel written to two RTs. |
PSExportStalls |
Percentage |
Pixel shader output stalls. Percentage of GPUBusy. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer. |
PSExportStallsCycles |
Cycles |
Number of GPU cycles the pixel shader output stalls. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer. |
ComputeShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
CSThreadGroupsLaunched |
Items |
Total number of thread groups launched. |
CSWavefrontsLaunched |
Items |
The total number of wavefronts launched for the CS. |
CSThreadsLaunched |
Items |
The number of CS threads launched and processed by the hardware. |
CSThreadGroupSize |
Items |
The number of CS threads within each thread group. |
CSVALUInsts |
Items |
The average number of vector ALU instructions executed per work-item (affected by flow control). |
CSVALUUtilization |
Percentage |
The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of the wave size. Value range: 0% (bad), 100% (ideal – no thread divergence). |
CSSALUInsts |
Items |
The average number of scalar ALU instructions executed per work-item (affected by flow control). |
CSVFetchInsts |
Items |
The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). |
CSSFetchInsts |
Items |
The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control). |
CSVWriteInsts |
Items |
The average number of vector write instructions to the video memory executed per work-item (affected by flow control). |
CSGDSInsts |
Items |
The average number of GDS read or GDS write instructions executed per work item (affected by flow control). |
CSLDSInsts |
Items |
The average number of LDS read/write instructions executed per work-item (affected by flow control). |
CSALUStalledByLDS |
Percentage |
The percentage of GPUTime ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad). |
CSALUStalledByLDSCycles |
Cycles |
The average number of GPU cycles the each wavefronts’ ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. |
CSLDSBankConflict |
Percentage |
The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad). |
CSLDSBankConflictCycles |
Cycles |
Number of GPU cycles the LDS is stalled by bank conflicts. Value range: 0 (optimal) to GPUBusyCycles (bad). |
TextureUnit Group
Counter Name |
Usage |
Brief Description |
---|---|---|
TexTriFilteringPct |
Percentage |
Percentage of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified). |
TexTriFilteringCount |
Items |
Count of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified). |
NoTexTriFilteringCount |
Items |
Count of pixels that did not receive trilinear filtering. |
TexVolFilteringPct |
Percentage |
Percentage of pixels that received volume filtering. |
TexVolFilteringCount |
Items |
Count of pixels that received volume filtering. |
NoTexVolFilteringCount |
Items |
Count of pixels that did not receive volume filtering. |
TexAveAnisotropy |
Items |
The average degree of anisotropy applied. A number between 1 and 16. The anisotropic filtering algorithm only applies samples where they are required (e.g. there will be no extra anisotropic samples if the view vector is perpendicular to the surface) so this can be much lower than the requested anisotropy. |
DepthAndStencil Group
Counter Name |
Usage |
Brief Description |
---|---|---|
HiZTilesAccepted |
Percentage |
Percentage of tiles accepted by HiZ and will be rendered to the depth or color buffers. |
HiZTilesAcceptedCount |
Items |
Count of tiles accepted by HiZ and will be rendered to the depth or color buffers. |
HiZTilesRejectedCount |
Items |
Count of tiles not accepted by HiZ. |
PreZTilesDetailCulled |
Percentage |
Percentage of tiles rejected because the associated prim had no contributing area. |
PreZTilesDetailCulledCount |
Items |
Count of tiles rejected because the associated primitive had no contributing area. |
PreZTilesDetailSurvivingCount |
Items |
Count of tiles surviving because the associated primitive had contributing area. |
HiZQuadsCulled |
Percentage |
Percentage of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized. |
HiZQuadsCulledCount |
Items |
Count of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized. |
HiZQuadsAcceptedCount |
Items |
Count of quads that did continue on in the pipeline after HiZ. |
PreZQuadsCulled |
Percentage |
Percentage of quads rejected based on the detailZ and earlyZ tests. |
PreZQuadsCulledCount |
Items |
Count of quads rejected based on the detailZ and earlyZ tests. |
PreZQuadsSurvivingCount |
Items |
Count of quads surviving detailZ and earlyZ tests. |
PostZQuads |
Percentage |
Percentage of quads for which the pixel shader will run and may be postZ tested. |
PostZQuadCount |
Items |
Count of quads for which the pixel shader will run and may be postZ tested. |
PreZSamplesPassing |
Items |
Number of samples tested for Z before shading and passed. |
PreZSamplesFailingS |
Items |
Number of samples tested for Z before shading and failed stencil test. |
PreZSamplesFailingZ |
Items |
Number of samples tested for Z before shading and failed Z test. |
PostZSamplesPassing |
Items |
Number of samples tested for Z after shading and passed. |
PostZSamplesFailingS |
Items |
Number of samples tested for Z after shading and failed stencil test. |
PostZSamplesFailingZ |
Items |
Number of samples tested for Z after shading and failed Z test. |
ZUnitStalled |
Percentage |
The percentage of GPUTime the depth buffer spends waiting for the color buffer to be ready to accept data. High figures here indicate a bottleneck in color buffer operations. |
ZUnitStalledCycles |
Cycles |
Number of GPU cycles the depth buffer spends waiting for the color buffer to be ready to accept data. Larger numbers indicate a bottleneck in color buffer operations. |
DBMemRead |
Bytes |
Number of bytes read from the depth buffer. |
DBMemWritten |
Bytes |
Number of bytes written to the depth buffer. |
ColorBuffer Group
Counter Name |
Usage |
Brief Description |
---|---|---|
CBMemRead |
Bytes |
Number of bytes read from the color buffer. |
CBColorAndMaskRead |
Bytes |
Total number of bytes read from the color and mask buffers. |
CBMemWritten |
Bytes |
Number of bytes written to the color buffer. |
CBColorAndMaskWritten |
Bytes |
Total number of bytes written to the color and mask buffers. |
CBSlowPixelPct |
Percentage |
Percentage of pixels written to the color buffer using a half-rate or quarter-rate format. |
CBSlowPixelCount |
Items |
Number of pixels written to the color buffer using a half-rate or quarter-rate format. |
MemoryCache Group
Counter Name |
Usage |
Brief Description |
---|---|---|
L0CacheHit |
Percentage |
The percentage of read requests that hit the data in the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
L0CacheRequestCount |
Items |
The number of read requests made to the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. |
L0CacheHitCount |
Items |
The number of read requests which result in a cache hit from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. |
L0CacheMissCount |
Items |
The number of read requests which result in a cache miss from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. |
ScalarCacheHit |
Percentage |
The percentage of read requests made from executing shader code that hit the data in the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
ScalarCacheRequestCount |
Items |
The number of read requests made from executing shader code to the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. |
ScalarCacheHitCount |
Items |
The number of read requests made from executing shader code which result in a cache hit from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. |
ScalarCacheMissCount |
Items |
The number of read requests made from executing shader code which result in a cache miss from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. |
InstCacheHit |
Percentage |
The percentage of read requests made that hit the data in the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
InstCacheRequestCount |
Items |
The number of read requests made to the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. |
InstCacheHitCount |
Items |
The number of read requests which result in a cache hit from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. |
InstCacheMissCount |
Items |
The number of read requests which result in a cache miss from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. |
L1CacheHit |
Percentage |
The percentage of read or write requests that hit the data in the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
L1CacheRequestCount |
Items |
The number of read or write requests made to the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. |
L1CacheHitCount |
Items |
The number of read or write requests which result in a cache hit from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. |
L1CacheMissCount |
Items |
The number of read or write requests which result in a cache miss from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. |
L2CacheHit |
Percentage |
The percentage of read or write requests that hit the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
L2CacheMiss |
Percentage |
The percentage of read or write requests that miss the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (optimal) to 100% (all miss). |
L2CacheRequestCount |
Items |
The number of read or write requests made to the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. |
L2CacheHitCount |
Items |
The number of read or write requests which result in a cache hit from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. |
L2CacheMissCount |
Items |
The number of read or write requests which result in a cache miss from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. |
L0TagConflictReadStalledCycles |
Items |
The number of cycles read operations from the L0 cache are stalled due to tag conflicts. |
L0TagConflictWriteStalledCycles |
Items |
The number of cycles write operations to the L0 cache are stalled due to tag conflicts. |
L0TagConflictAtomicStalledCycles |
Items |
The number of cycles atomic operations on the L0 cache are stalled due to tag conflicts. |
GlobalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
FetchSize |
Bytes |
The total bytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
WriteSize |
Bytes |
The total bytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
MemUnitBusy |
Percentage |
The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound). |
MemUnitBusyCycles |
Cycles |
Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalledCycles). This is measured with all extra fetches and writes and any cache or memory effects taken into account. |
MemUnitStalled |
Percentage |
The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad). |
MemUnitStalledCycles |
Cycles |
Number of GPU cycles the memory unit is stalled. |
WriteUnitStalled |
Percentage |
The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad). |
WriteUnitStalledCycles |
Cycles |
Number of GPU cycles the Write unit is stalled. |
LocalVidMemBytes |
Bytes |
Number of bytes read from or written to the Infinity Cache (if available) or local video memory |
PcieBytes |
Bytes |
Number of bytes sent and received over the PCIe bus |
RayTracing Group
Counter Name |
Usage |
Brief Description |
---|---|---|
RayTriTests |
Items |
The number of ray triangle intersection tests. |
RayBoxTests |
Items |
The number of ray box intersection tests. |
TotalRayTests |
Items |
Total number of ray intersection tests, includes both box and triangle intersections. |
RayTestsPerWave |
Items |
The number of ray intersection tests per wave. |
RDNA Counters
Timing Group
Counter Name |
Usage |
Brief Description |
---|---|---|
GPUTime |
Nanoseconds |
Time this API command took to execute on the GPU in nanoseconds from the time the previous command reached the bottom of the pipeline (BOP) to the time this command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel. |
ExecutionDuration |
Nanoseconds |
GPU command execution duration in nanoseconds, from the time the command enters the top of the pipeline (TOP) to the time the command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel. |
ExecutionStart |
Nanoseconds |
GPU command execution start time in nanoseconds. This is the time the command enters the top of the pipeline (TOP). |
ExecutionEnd |
Nanoseconds |
GPU command execution end time in nanoseconds. This is the time the command reaches the bottom of the pipeline (BOP). |
GPUBusy |
Percentage |
The percentage of time the GPU command processor was busy. |
GPUBusyCycles |
Cycles |
Number of GPU cycles that the GPU command processor was busy. |
TessellatorBusy |
Percentage |
The percentage of time the tessellation engine is busy. |
TessellatorBusyCycles |
Cycles |
Number of GPU cycles that the tessellation engine is busy. |
VsGsBusy |
Percentage |
The percentage of time the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline. |
VsGsBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline. |
VsGsTime |
Nanoseconds |
Time VS or GS are busy in nanoseconds in a VS-[GS-]PS pipeline. |
PreTessellationBusy |
Percentage |
The percentage of time the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation. |
PreTessellationBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation. |
PreTessellationTime |
Nanoseconds |
Time VS and HS are busy in nanoseconds in a pipeline that uses tessellation. |
PostTessellationBusy |
Percentage |
The percentage of time the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation. |
PostTessellationBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation. |
PostTessellationTime |
Nanoseconds |
Time DS or GS are busy in nanoseconds in a pipeline that uses tessellation. |
PSBusy |
Percentage |
The percentage of time the ShaderUnit has pixel shader work to do. |
PSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has pixel shader work to do. |
PSTime |
Nanoseconds |
Time pixel shaders are busy in nanoseconds. |
CSBusy |
Percentage |
The percentage of time the ShaderUnit has compute shader work to do. |
CSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has compute shader work to do. |
CSTime |
Nanoseconds |
Time compute shaders are busy in nanoseconds. |
PrimitiveAssemblyBusy |
Percentage |
The percentage of GPUTime that primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck. |
PrimitiveAssemblyBusyCycles |
Cycles |
Number of GPU cycles the primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck. |
TexUnitBusy |
Percentage |
The percentage of GPUTime the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account. |
TexUnitBusyCycles |
Cycles |
Number of GPU cycles the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account. |
DepthStencilTestBusy |
Percentage |
Percentage of time GPU spent performing depth and stencil tests relative to GPUBusy. |
DepthStencilTestBusyCycles |
Cycles |
Number of GPU cycles spent performing depth and stencil tests. |
VertexGeometry Group
Counter Name |
Usage |
Brief Description |
---|---|---|
GSVerticesOut |
Items |
The number of vertices output by the GS. |
PreTessellation Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PreTessVerticesIn |
Items |
The number of vertices processed by the VS and HS when using tessellation. |
PreTessVALUInstCount |
Items |
Average number of vector ALU instructions executed for the VS and HS in a pipeline that uses tessellation. Affected by flow control. |
PreTessSALUInstCount |
Items |
Average number of scalar ALU instructions executed for the VS and HS in a pipeline that uses tessellation. Affected by flow control. |
PreTessVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PreTessVALUBusyCycles |
Cycles |
Number of GPU cycles vector where ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PreTessSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PreTessSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PostTessellation Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PostTessPrimsOut |
Items |
The number of primitives output by the DS and GS when using tessellation. |
PostTessVALUInstCount |
Items |
Average number of vector ALU instructions executed for the DS and GS in a pipeline that uses tessellation. Affected by flow control. |
PostTessSALUInstCount |
Items |
Average number of scalar ALU instructions executed for the DS and GS in a pipeline that uses tessellation. Affected by flow control. |
PostTessVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PostTessVALUBusyCycles |
Cycles |
Number of GPU cycles vector where ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PostTessSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PostTessSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PrimitiveAssembly Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PrimitivesIn |
Items |
The number of primitives received by the hardware. This includes primitives generated by tessellation. |
CulledPrims |
Items |
The number of culled primitives. Typical reasons include scissor, the primitive having zero area, and back or front face culling. |
ClippedPrims |
Items |
The number of primitives that required one or more clipping operations due to intersecting the view volume or user clip planes. |
PAStalledOnRasterizer |
Percentage |
Percentage of GPUTime that primitive assembly waits for rasterization to be ready to accept data. This roughly indicates for what percentage of time the pipeline is bottlenecked by pixel operations. |
PAStalledOnRasterizerCycles |
Cycles |
Number of GPU cycles the primitive assembly waits for rasterization to be ready to accept data. Indicates the number of GPU cycles the pipeline is bottlenecked by pixel operations. |
PixelShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PSPixelsOut |
Items |
Pixels exported from shader to color buffers. Does not include killed or alpha tested pixels; if there are multiple render targets, each render target receives one export, so this will be 2 for 1 pixel written to two RTs. |
PSExportStalls |
Percentage |
Pixel shader output stalls. Percentage of GPUBusy. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer. |
PSExportStallsCycles |
Cycles |
Number of GPU cycles the pixel shader output stalls. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer. |
ComputeShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
CSThreadGroupsLaunched |
Items |
Total number of thread groups launched. |
CSWavefrontsLaunched |
Items |
The total number of wavefronts launched for the CS. |
CSThreadsLaunched |
Items |
The number of CS threads launched and processed by the hardware. |
CSThreadGroupSize |
Items |
The number of CS threads within each thread group. |
CSVALUInsts |
Items |
The average number of vector ALU instructions executed per work-item (affected by flow control). |
CSVALUUtilization |
Percentage |
The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of the wave size. Value range: 0% (bad), 100% (ideal – no thread divergence). |
CSSALUInsts |
Items |
The average number of scalar ALU instructions executed per work-item (affected by flow control). |
CSVFetchInsts |
Items |
The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). |
CSSFetchInsts |
Items |
The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control). |
CSVWriteInsts |
Items |
The average number of vector write instructions to the video memory executed per work-item (affected by flow control). |
CSVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
CSVALUBusyCycles |
Cycles |
Number of GPU cycles where vector ALU instructions are processed. |
CSSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
CSSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are processed. |
CSGDSInsts |
Items |
The average number of GDS read or GDS write instructions executed per work item (affected by flow control). |
CSLDSInsts |
Items |
The average number of LDS read/write instructions executed per work-item (affected by flow control). |
CSALUStalledByLDS |
Percentage |
The percentage of GPUTime ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad). |
CSALUStalledByLDSCycles |
Cycles |
Number of GPU cycles each wavefronts’ ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. |
CSLDSBankConflict |
Percentage |
The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad). |
CSLDSBankConflictCycles |
Cycles |
Number of GPU cycles the LDS is stalled by bank conflicts. Value range: 0 (optimal) to GPUBusyCycles (bad). |
TextureUnit Group
Counter Name |
Usage |
Brief Description |
---|---|---|
TexTriFilteringPct |
Percentage |
Percentage of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified). |
TexTriFilteringCount |
Items |
Count of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified). |
NoTexTriFilteringCount |
Items |
Count of pixels that did not receive trilinear filtering. |
TexVolFilteringPct |
Percentage |
Percentage of pixels that received volume filtering. |
TexVolFilteringCount |
Items |
Count of pixels that received volume filtering. |
NoTexVolFilteringCount |
Items |
Count of pixels that did not receive volume filtering. |
TexAveAnisotropy |
Items |
The average degree of anisotropy applied. A number between 1 and 16. The anisotropic filtering algorithm only applies samples where they are required (e.g. there will be no extra anisotropic samples if the view vector is perpendicular to the surface) so this can be much lower than the requested anisotropy. |
DepthAndStencil Group
Counter Name |
Usage |
Brief Description |
---|---|---|
HiZTilesAccepted |
Percentage |
Percentage of tiles accepted by HiZ and will be rendered to the depth or color buffers. |
HiZTilesAcceptedCount |
Items |
Count of tiles accepted by HiZ and will be rendered to the depth or color buffers. |
HiZTilesRejectedCount |
Items |
Count of tiles not accepted by HiZ. |
PreZTilesDetailCulled |
Percentage |
Percentage of tiles rejected because the associated prim had no contributing area. |
PreZTilesDetailCulledCount |
Items |
Count of tiles rejected because the associated primitive had no contributing area. |
PreZTilesDetailSurvivingCount |
Items |
Count of tiles surviving because the associated primitive had contributing area. |
HiZQuadsCulled |
Percentage |
Percentage of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized. |
HiZQuadsCulledCount |
Items |
Count of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized. |
HiZQuadsAcceptedCount |
Items |
Count of quads that did continue on in the pipeline after HiZ. |
PreZQuadsCulled |
Percentage |
Percentage of quads rejected based on the detailZ and earlyZ tests. |
PreZQuadsCulledCount |
Items |
Count of quads rejected based on the detailZ and earlyZ tests. |
PreZQuadsSurvivingCount |
Items |
Count of quads surviving detailZ and earlyZ tests. |
PostZQuads |
Percentage |
Percentage of quads for which the pixel shader will run and may be postZ tested. |
PostZQuadCount |
Items |
Count of quads for which the pixel shader will run and may be postZ tested. |
PreZSamplesPassing |
Items |
Number of samples tested for Z before shading and passed. |
PreZSamplesFailingS |
Items |
Number of samples tested for Z before shading and failed stencil test. |
PreZSamplesFailingZ |
Items |
Number of samples tested for Z before shading and failed Z test. |
PostZSamplesPassing |
Items |
Number of samples tested for Z after shading and passed. |
PostZSamplesFailingS |
Items |
Number of samples tested for Z after shading and failed stencil test. |
PostZSamplesFailingZ |
Items |
Number of samples tested for Z after shading and failed Z test. |
ZUnitStalled |
Percentage |
The percentage of GPUTime the depth buffer spends waiting for the color buffer to be ready to accept data. High figures here indicate a bottleneck in color buffer operations. |
ZUnitStalledCycles |
Cycles |
Number of GPU cycles the depth buffer spends waiting for the color buffer to be ready to accept data. Larger numbers indicate a bottleneck in color buffer operations. |
DBMemRead |
Bytes |
Number of bytes read from the depth buffer. |
DBMemWritten |
Bytes |
Number of bytes written to the depth buffer. |
ColorBuffer Group
Counter Name |
Usage |
Brief Description |
---|---|---|
CBMemRead |
Bytes |
Number of bytes read from the color buffer. |
CBColorAndMaskRead |
Bytes |
Total number of bytes read from the color and mask buffers. |
CBMemWritten |
Bytes |
Number of bytes written to the color buffer. |
CBColorAndMaskWritten |
Bytes |
Total number of bytes written to the color and mask buffers. |
CBSlowPixelPct |
Percentage |
Percentage of pixels written to the color buffer using a half-rate or quarter-rate format. |
CBSlowPixelCount |
Items |
Number of pixels written to the color buffer using a half-rate or quarter-rate format. |
MemoryCache Group
Counter Name |
Usage |
Brief Description |
---|---|---|
L0CacheHit |
Percentage |
The percentage of read requests that hit the data in the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
L0CacheRequestCount |
Items |
The number of read requests made to the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. |
L0CacheHitCount |
Items |
The number of read requests which result in a cache hit from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. |
L0CacheMissCount |
Items |
The number of read requests which result in a cache miss from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. |
ScalarCacheHit |
Percentage |
The percentage of read requests made from executing shader code that hit the data in the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
ScalarCacheRequestCount |
Items |
The number of read requests made from executing shader code to the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. |
ScalarCacheHitCount |
Items |
The number of read requests made from executing shader code which result in a cache hit from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. |
ScalarCacheMissCount |
Items |
The number of read requests made from executing shader code which result in a cache miss from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. |
InstCacheHit |
Percentage |
The percentage of read requests made that hit the data in the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
InstCacheRequestCount |
Items |
The number of read requests made to the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. |
InstCacheHitCount |
Items |
The number of read requests which result in a cache hit from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. |
InstCacheMissCount |
Items |
The number of read requests which result in a cache miss from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. |
L1CacheHit |
Percentage |
The percentage of read or write requests that hit the data in the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
L1CacheRequestCount |
Items |
The number of read or write requests made to the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. |
L1CacheHitCount |
Items |
The number of read or write requests which result in a cache hit from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. |
L1CacheMissCount |
Items |
The number of read or write requests which result in a cache miss from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. |
L2CacheHit |
Percentage |
The percentage of read or write requests that hit the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal). |
L2CacheMiss |
Percentage |
The percentage of read or write requests that miss the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (optimal) to 100% (all miss). |
L2CacheRequestCount |
Items |
The number of read or write requests made to the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. |
L2CacheHitCount |
Items |
The number of read or write requests which result in a cache hit from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. |
L2CacheMissCount |
Items |
The number of read or write requests which result in a cache miss from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. |
L0TagConflictReadStalledCycles |
Items |
The number of cycles read operations from the L0 cache are stalled due to tag conflicts. |
L0TagConflictWriteStalledCycles |
Items |
The number of cycles write operations to the L0 cache are stalled due to tag conflicts. |
L0TagConflictAtomicStalledCycles |
Items |
The number of cycles atomic operations on the L0 cache are stalled due to tag conflicts. |
GlobalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
FetchSize |
Bytes |
The total bytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
WriteSize |
Bytes |
The total bytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
MemUnitBusy |
Percentage |
The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound). |
MemUnitBusyCycles |
Cycles |
Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalledCycles). This is measured with all extra fetches and writes and any cache or memory effects taken into account. |
MemUnitStalled |
Percentage |
The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad). |
MemUnitStalledCycles |
Cycles |
Number of GPU cycles the memory unit is stalled. |
WriteUnitStalled |
Percentage |
The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad). |
WriteUnitStalledCycles |
Cycles |
Number of GPU cycles the Write unit is stalled. |
LocalVidMemBytes |
Bytes |
Number of bytes read from or written to local video memory |
PcieBytes |
Bytes |
Number of bytes sent and received over the PCIe bus |
Vega Counters
Timing Group
Counter Name |
Usage |
Brief Description |
---|---|---|
GPUTime |
Nanoseconds |
Time this API command took to execute on the GPU in nanoseconds from the time the previous command reached the bottom of the pipeline (BOP) to the time this command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel. |
ExecutionDuration |
Nanoseconds |
GPU command execution duration in nanoseconds, from the time the command enters the top of the pipeline (TOP) to the time the command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel. |
ExecutionStart |
Nanoseconds |
GPU command execution start time in nanoseconds. This is the time the command enters the top of the pipeline (TOP). |
ExecutionEnd |
Nanoseconds |
GPU command execution end time in nanoseconds. This is the time the command reaches the bottom of the pipeline (BOP). |
GPUBusy |
Percentage |
The percentage of time the GPU command processor was busy. |
GPUBusyCycles |
Cycles |
Number of GPU cycles that the GPU command processor was busy. |
TessellatorBusy |
Percentage |
The percentage of time the tessellation engine is busy. |
TessellatorBusyCycles |
Cycles |
Number of GPU cycles that the tessellation engine is busy. |
VsGsBusy |
Percentage |
The percentage of time the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline. |
VsGsBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline. |
VsGsTime |
Nanoseconds |
Time VS or GS are busy in nanoseconds in a VS-[GS-]PS pipeline. |
PreTessellationBusy |
Percentage |
The percentage of time the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation. |
PreTessellationBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation. |
PreTessellationTime |
Nanoseconds |
Time VS and HS are busy in nanoseconds in a pipeline that uses tessellation. |
PostTessellationBusy |
Percentage |
The percentage of time the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation. |
PostTessellationBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation. |
PostTessellationTime |
Nanoseconds |
Time DS or GS are busy in nanoseconds in a pipeline that uses tessellation. |
PSBusy |
Percentage |
The percentage of time the ShaderUnit has pixel shader work to do. |
PSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has pixel shader work to do. |
PSTime |
Nanoseconds |
Time pixel shaders are busy in nanoseconds. |
CSBusy |
Percentage |
The percentage of time the ShaderUnit has compute shader work to do. |
CSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has compute shader work to do. |
CSTime |
Nanoseconds |
Time compute shaders are busy in nanoseconds. |
PrimitiveAssemblyBusy |
Percentage |
The percentage of GPUTime that primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck. |
PrimitiveAssemblyBusyCycles |
Cycles |
Number of GPU cycles the primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck. |
TexUnitBusy |
Percentage |
The percentage of GPUTime the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account. |
TexUnitBusyCycles |
Cycles |
Number of GPU cycles the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account. |
DepthStencilTestBusy |
Percentage |
Percentage of time GPU spent performing depth and stencil tests relative to GPUBusy. |
DepthStencilTestBusyCycles |
Cycles |
Number of GPU cycles spent performing depth and stencil tests. |
VertexGeometry Group
Counter Name |
Usage |
Brief Description |
---|---|---|
VsGsVerticesIn |
Items |
The number of unique vertices processed by the VS and GS. |
VsGsPrimsIn |
Items |
The number of primitives passed into the VS and GS. |
GSVerticesOut |
Items |
The number of vertices output by the GS. |
VsGsVALUInstCount |
Items |
Average number of vector ALU instructions executed in the VS and GS in a VS-[GS-]PS pipeline. Affected by flow control. |
VsGsSALUInstCount |
Items |
Average number of scalar ALU instructions executed in the VS and GS in a VS-[GS-]PS pipeline. Affected by flow control. |
VsGsVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed by the VS and GS in a VS-[GS-]PS pipeline. |
VsGsVALUBusyCycles |
Cycles |
Number of GPU cycles where vector ALU instructions are being processed by the VS and GS in a VS-[GS-]PS pipeline. |
VsGsSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed by the VS and GS in a VS-[GS-]PS pipeline. |
VsGsSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed by the VS and GS in a VS-[GS-]PS pipeline. |
PreTessellation Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PreTessVerticesIn |
Items |
The number of vertices processed by the VS and HS when using tessellation. |
PreTessVALUInstCount |
Items |
Average number of vector ALU instructions executed for the VS and HS in a pipeline that uses tessellation. Affected by flow control. |
PreTessSALUInstCount |
Items |
Average number of scalar ALU instructions executed for the VS and HS in a pipeline that uses tessellation. Affected by flow control. |
PreTessVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PreTessVALUBusyCycles |
Cycles |
Number of GPU cycles vector where ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PreTessSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PreTessSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation. |
PostTessellation Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PostTessPrimsOut |
Items |
The number of primitives output by the DS and GS when using tessellation. |
PostTessVALUInstCount |
Items |
Average number of vector ALU instructions executed for the DS and GS in a pipeline that uses tessellation. Affected by flow control. |
PostTessSALUInstCount |
Items |
Average number of scalar ALU instructions executed for the DS and GS in a pipeline that uses tessellation. Affected by flow control. |
PostTessVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PostTessVALUBusyCycles |
Cycles |
Number of GPU cycles vector where ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PostTessSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PostTessSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation. |
PrimitiveAssembly Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PrimitivesIn |
Items |
The number of primitives received by the hardware. This includes primitives generated by tessellation. |
CulledPrims |
Items |
The number of culled primitives. Typical reasons include scissor, the primitive having zero area, and back or front face culling. |
ClippedPrims |
Items |
The number of primitives that required one or more clipping operations due to intersecting the view volume or user clip planes. |
PAStalledOnRasterizer |
Percentage |
Percentage of GPUTime that primitive assembly waits for rasterization to be ready to accept data. This roughly indicates for what percentage of time the pipeline is bottlenecked by pixel operations. |
PAStalledOnRasterizerCycles |
Cycles |
Number of GPU cycles the primitive assembly waits for rasterization to be ready to accept data. Indicates the number of GPU cycles the pipeline is bottlenecked by pixel operations. |
PixelShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PSPixelsOut |
Items |
Pixels exported from shader to color buffers. Does not include killed or alpha tested pixels; if there are multiple render targets, each render target receives one export, so this will be 2 for 1 pixel written to two RTs. |
PSExportStalls |
Percentage |
Pixel shader output stalls. Percentage of GPUBusy. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer. |
PSExportStallsCycles |
Cycles |
Number of GPU cycles the pixel shader output stalls. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer. |
PSVALUInstCount |
Items |
Average number of vector ALU instructions executed in the PS. Affected by flow control. |
PSSALUInstCount |
Items |
Average number of scalar ALU instructions executed in the PS. Affected by flow control. |
PSVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed by the PS. |
PSVALUBusyCycles |
Cycles |
Number of GPU cycles where vector ALU instructions are being processed by the PS. |
PSSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed by the PS. |
PSSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed by the PS. |
ComputeShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
CSThreadGroupsLaunched |
Items |
Total number of thread groups launched. |
CSWavefrontsLaunched |
Items |
The total number of wavefronts launched for the CS. |
CSThreadsLaunched |
Items |
The number of CS threads launched and processed by the hardware. |
CSThreadGroupSize |
Items |
The number of CS threads within each thread group. |
CSVALUInsts |
Items |
The average number of vector ALU instructions executed per work-item (affected by flow control). |
CSVALUUtilization |
Percentage |
The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of 64. Value range: 0% (bad), 100% (ideal – no thread divergence). |
CSSALUInsts |
Items |
The average number of scalar ALU instructions executed per work-item (affected by flow control). |
CSVFetchInsts |
Items |
The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). |
CSSFetchInsts |
Items |
The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control). |
CSVWriteInsts |
Items |
The average number of vector write instructions to the video memory executed per work-item (affected by flow control). |
CSFlatVMemInsts |
Items |
The average number of FLAT instructions that read from or write to the video memory executed per work item (affected by flow control). Includes FLAT instructions that read from or write to scratch. |
CSVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
CSVALUBusyCycles |
Cycles |
Number of GPU cycles where vector ALU instructions are processed. |
CSSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
CSSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are processed. |
CSGDSInsts |
Items |
The average number of GDS read or GDS write instructions executed per work item (affected by flow control). |
CSLDSInsts |
Items |
The average number of LDS read/write instructions executed per work-item (affected by flow control). |
CSFlatLDSInsts |
Items |
The average number of FLAT instructions that read from or write to LDS executed per work item (affected by flow control). |
CSALUStalledByLDS |
Percentage |
The percentage of GPUTime ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad). |
CSALUStalledByLDSCycles |
Cycles |
Number of GPU cycles each wavefronts’ ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. |
CSLDSBankConflict |
Percentage |
The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad). |
CSLDSBankConflictCycles |
Cycles |
Number of GPU cycles the LDS is stalled by bank conflicts. Value range: 0 (optimal) to GPUBusyCycles (bad). |
TextureUnit Group
Counter Name |
Usage |
Brief Description |
---|---|---|
TexTriFilteringPct |
Percentage |
Percentage of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified). |
TexTriFilteringCount |
Items |
Count of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified). |
NoTexTriFilteringCount |
Items |
Count of pixels that did not receive trilinear filtering. |
TexVolFilteringPct |
Percentage |
Percentage of pixels that received volume filtering. |
TexVolFilteringCount |
Items |
Count of pixels that received volume filtering. |
NoTexVolFilteringCount |
Items |
Count of pixels that did not receive volume filtering. |
TexAveAnisotropy |
Items |
The average degree of anisotropy applied. A number between 1 and 16. The anisotropic filtering algorithm only applies samples where they are required (e.g. there will be no extra anisotropic samples if the view vector is perpendicular to the surface) so this can be much lower than the requested anisotropy. |
DepthAndStencil Group
Counter Name |
Usage |
Brief Description |
---|---|---|
HiZTilesAccepted |
Percentage |
Percentage of tiles accepted by HiZ and will be rendered to the depth or color buffers. |
HiZTilesAcceptedCount |
Items |
Count of tiles accepted by HiZ and will be rendered to the depth or color buffers. |
HiZTilesRejectedCount |
Items |
Count of tiles not accepted by HiZ. |
PreZTilesDetailCulled |
Percentage |
Percentage of tiles rejected because the associated prim had no contributing area. |
PreZTilesDetailCulledCount |
Items |
Count of tiles rejected because the associated primitive had no contributing area. |
PreZTilesDetailSurvivingCount |
Items |
Count of tiles surviving because the associated primitive had contributing area. |
HiZQuadsCulled |
Percentage |
Percentage of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized. |
HiZQuadsCulledCount |
Items |
Count of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized. |
HiZQuadsAcceptedCount |
Items |
Count of quads that did continue on in the pipeline after HiZ. |
PreZQuadsCulled |
Percentage |
Percentage of quads rejected based on the detailZ and earlyZ tests. |
PreZQuadsCulledCount |
Items |
Count of quads rejected based on the detailZ and earlyZ tests. |
PreZQuadsSurvivingCount |
Items |
Count of quads surviving detailZ and earlyZ tests. |
PostZQuads |
Percentage |
Percentage of quads for which the pixel shader will run and may be postZ tested. |
PostZQuadCount |
Items |
Count of quads for which the pixel shader will run and may be postZ tested. |
PreZSamplesPassing |
Items |
Number of samples tested for Z before shading and passed. |
PreZSamplesFailingS |
Items |
Number of samples tested for Z before shading and failed stencil test. |
PreZSamplesFailingZ |
Items |
Number of samples tested for Z before shading and failed Z test. |
PostZSamplesPassing |
Items |
Number of samples tested for Z after shading and passed. |
PostZSamplesFailingS |
Items |
Number of samples tested for Z after shading and failed stencil test. |
PostZSamplesFailingZ |
Items |
Number of samples tested for Z after shading and failed Z test. |
ZUnitStalled |
Percentage |
The percentage of GPUTime the depth buffer spends waiting for the color buffer to be ready to accept data. High figures here indicate a bottleneck in color buffer operations. |
ZUnitStalledCycles |
Cycles |
Number of GPU cycles the depth buffer spends waiting for the color buffer to be ready to accept data. Larger numbers indicate a bottleneck in color buffer operations. |
DBMemRead |
Bytes |
Number of bytes read from the depth buffer. |
DBMemWritten |
Bytes |
Number of bytes written to the depth buffer. |
ColorBuffer Group
Counter Name |
Usage |
Brief Description |
---|---|---|
CBMemRead |
Bytes |
Number of bytes read from the color buffer. |
CBColorAndMaskRead |
Bytes |
Total number of bytes read from the color and mask buffers. |
CBMemWritten |
Bytes |
Number of bytes written to the color buffer. |
CBColorAndMaskWritten |
Bytes |
Total number of bytes written to the color and mask buffers. |
CBSlowPixelPct |
Percentage |
Percentage of pixels written to the color buffer using a half-rate or quarter-rate format. |
CBSlowPixelCount |
Items |
Number of pixels written to the color buffer using a half-rate or quarter-rate format. |
MemoryCache Group
Counter Name |
Usage |
Brief Description |
---|---|---|
L0TagConflictReadStalledCycles |
Items |
The number of cycles read operations from the L0 cache are stalled due to tag conflicts. |
L0TagConflictWriteStalledCycles |
Items |
The number of cycles write operations to the L0 cache are stalled due to tag conflicts. |
L0TagConflictAtomicStalledCycles |
Items |
The number of cycles atomic operations on the L0 cache are stalled due to tag conflicts. |
GlobalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
FetchSize |
Bytes |
The total bytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
WriteSize |
Bytes |
The total bytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
L1CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L1 cache. Value range: 0% (no hit) to 100% (optimal). |
L1CacheHitCount |
Items |
Count of fetch, write, atomic, and other instructions that hit the data in L1 cache. |
L1CacheMissCount |
Items |
Count of fetch, write, atomic, and other instructions that miss the data in L1 cache. |
L2CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the L2 cache. Value range: 0% (no hit) to 100% (optimal). |
L2CacheMiss |
Percentage |
The percentage of fetch, write, atomic, and other instructions that miss the L2 cache. Value range: 0% (optimal) to 100% (all miss). |
L2CacheHitCount |
Items |
Count of fetch, write, atomic, and other instructions that hit the L2 cache. |
L2CacheMissCount |
Items |
Count of fetch, write, atomic, and other instructions that miss the L2 cache. |
MemUnitBusy |
Percentage |
The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound). |
MemUnitBusyCycles |
Cycles |
Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalledCycles). This is measured with all extra fetches and writes and any cache or memory effects taken into account. |
MemUnitStalled |
Percentage |
The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad). |
MemUnitStalledCycles |
Cycles |
Number of GPU cycles the memory unit is stalled. |
WriteUnitStalled |
Percentage |
The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad). |
WriteUnitStalledCycles |
Cycles |
Number of GPU cycles the Write unit is stalled. |
LocalVidMemBytes |
Bytes |
Number of bytes read from or written to local video memory |
PcieBytes |
Bytes |
Number of bytes sent and received over the PCIe bus |
Graphics IP v8 Counters
Timing Group
Counter Name |
Usage |
Brief Description |
---|---|---|
GPUTime |
Nanoseconds |
Time this API command took to execute on the GPU in nanoseconds from the time the previous command reached the bottom of the pipeline (BOP) to the time this command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel. |
ExecutionDuration |
Nanoseconds |
GPU command execution duration in nanoseconds, from the time the command enters the top of the pipeline (TOP) to the time the command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel. |
ExecutionStart |
Nanoseconds |
GPU command execution start time in nanoseconds. This is the time the command enters the top of the pipeline (TOP). |
ExecutionEnd |
Nanoseconds |
GPU command execution end time in nanoseconds. This is the time the command reaches the bottom of the pipeline (BOP). |
GPUBusy |
Percentage |
The percentage of time GPU was busy. |
GPUBusyCycles |
Cycles |
Number of GPU cycles that the GPU was busy. |
TessellatorBusy |
Percentage |
The percentage of time the tessellation engine is busy. |
TessellatorBusyCycles |
Cycles |
Number of GPU cycles that the tessellation engine is busy. |
VSBusy |
Percentage |
The percentage of time the ShaderUnit has vertex shader work to do. |
VSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has vertex shader work to do. |
VSTime |
Nanoseconds |
Time vertex shaders are busy in nanoseconds. |
HSBusy |
Percentage |
The percentage of time the ShaderUnit has hull shader work to do. |
HSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has hull shader work to do. |
HSTime |
Nanoseconds |
Time hull shaders are busy in nanoseconds. |
DSBusy |
Percentage |
The percentage of time the ShaderUnit has domain shader work to do. |
DSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has domain shader work to do. |
DSTime |
Nanoseconds |
Time domain shaders are busy in nanoseconds. |
GSBusy |
Percentage |
The percentage of time the ShaderUnit has geometry shader work to do. |
GSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has geometry shader work to do. |
GSTime |
Nanoseconds |
Time geometry shaders are busy in nanoseconds. |
PSBusy |
Percentage |
The percentage of time the ShaderUnit has pixel shader work to do. |
PSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has pixel shader work to do. |
PSTime |
Nanoseconds |
Time pixel shaders are busy in nanoseconds. |
CSBusy |
Percentage |
The percentage of time the ShaderUnit has compute shader work to do. |
CSBusyCycles |
Cycles |
Number of GPU cycles that the ShaderUnit has compute shader work to do. |
CSTime |
Nanoseconds |
Time compute shaders are busy in nanoseconds. |
PrimitiveAssemblyBusy |
Percentage |
The percentage of GPUTime that primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck. |
PrimitiveAssemblyBusyCycles |
Cycles |
Number of GPU cycles the primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck. |
TexUnitBusy |
Percentage |
The percentage of GPUTime the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account. |
TexUnitBusyCycles |
Cycles |
Number of GPU cycles the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account. |
DepthStencilTestBusy |
Percentage |
Percentage of time GPU spent performing depth and stencil tests relative to GPUBusy. |
DepthStencilTestBusyCycles |
Cycles |
Number of GPU cycles spent performing depth and stencil tests. |
VertexShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
VSVerticesIn |
Items |
The number of vertices processed by the VS. |
VSVALUInstCount |
Items |
Average number of vector ALU instructions executed in the VS. Affected by flow control. |
VSSALUInstCount |
Items |
Average number of scalar ALU instructions executed in the VS. Affected by flow control. |
VSVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed by the VS. |
VSVALUBusyCycles |
Cycles |
Number of GPU cycles where vector ALU instructions are being processed by the VS. |
VSSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed by the VS. |
VSSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed by the VS. |
HullShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
HSPatches |
Items |
The number of patches processed by the HS. |
HSVALUInstCount |
Items |
Average number of vector ALU instructions executed in the HS. Affected by flow control. |
HSSALUInstCount |
Items |
Average number of scalar ALU instructions executed in the HS. Affected by flow control. |
HSVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed by the HS. |
HSVALUBusyCycles |
Cycles |
Number of GPU cycles vector where ALU instructions are being processed by the HS. |
HSSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed by the HS. |
HSSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed by the HS. |
DomainShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
DSVerticesIn |
Items |
The number of vertices processed by the DS. |
DSVALUInstCount |
Items |
Average number of vector ALU instructions executed in the DS. Affected by flow control. |
DSSALUInstCount |
Items |
Average number of scalar ALU instructions executed in the DS. Affected by flow control. |
DSVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed by the DS. |
DSVALUBusyCycles |
Cycles |
Number of GPU cycles where vector ALU instructions are being processed by the DS. |
DSSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed by the DS. |
DSSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed by the DS. |
GeometryShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
GSPrimsIn |
Items |
The number of primitives passed into the GS. |
GSVerticesOut |
Items |
The number of vertices output by the GS. |
GSVALUInstCount |
Items |
Average number of vector ALU instructions executed in the GS. Affected by flow control. |
GSSALUInstCount |
Items |
Average number of scalar ALU instructions executed in the GS. Affected by flow control. |
GSVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed by the GS. |
GSVALUBusyCycles |
Cycles |
Number of GPU cycles where vector ALU instructions are being processed by the GS. |
GSSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed by the GS. |
GSSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed by the GS. |
PrimitiveAssembly Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PrimitivesIn |
Items |
The number of primitives received by the hardware. This includes primitives generated by tessellation. |
CulledPrims |
Items |
The number of culled primitives. Typical reasons include scissor, the primitive having zero area, and back or front face culling. |
ClippedPrims |
Items |
The number of primitives that required one or more clipping operations due to intersecting the view volume or user clip planes. |
PAStalledOnRasterizer |
Percentage |
Percentage of GPUTime that primitive assembly waits for rasterization to be ready to accept data. This roughly indicates for what percentage of time the pipeline is bottlenecked by pixel operations. |
PAStalledOnRasterizerCycles |
Cycles |
Number of GPU cycles the primitive assembly waits for rasterization to be ready to accept data. Indicates the number of GPU cycles the pipeline is bottlenecked by pixel operations. |
PixelShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
PSPixelsOut |
Items |
Pixels exported from shader to color buffers. Does not include killed or alpha tested pixels; if there are multiple render targets, each render target receives one export, so this will be 2 for 1 pixel written to two RTs. |
PSExportStalls |
Percentage |
Pixel shader output stalls. Percentage of GPUBusy. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer. |
PSExportStallsCycles |
Cycles |
Number of GPU cycles the pixel shader output stalls. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer. |
PSVALUInstCount |
Items |
Average number of vector ALU instructions executed in the PS. Affected by flow control. |
PSSALUInstCount |
Items |
Average number of scalar ALU instructions executed in the PS. Affected by flow control. |
PSVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are being processed by the PS. |
PSVALUBusyCycles |
Cycles |
Number of GPU cycles where vector ALU instructions are being processed by the PS. |
PSSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are being processed by the PS. |
PSSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are being processed by the PS. |
ComputeShader Group
Counter Name |
Usage |
Brief Description |
---|---|---|
CSThreadGroupsLaunched |
Items |
Total number of thread groups launched. |
CSWavefrontsLaunched |
Items |
The total number of wavefronts launched for the CS. |
CSThreadsLaunched |
Items |
The number of CS threads launched and processed by the hardware. |
CSThreadGroupSize |
Items |
The number of CS threads within each thread group. |
CSVALUInsts |
Items |
The average number of vector ALU instructions executed per work-item (affected by flow control). |
CSVALUUtilization |
Percentage |
The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of 64. Value range: 0% (bad), 100% (ideal – no thread divergence). |
CSSALUInsts |
Items |
The average number of scalar ALU instructions executed per work-item (affected by flow control). |
CSVFetchInsts |
Items |
The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). |
CSSFetchInsts |
Items |
The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control). |
CSVWriteInsts |
Items |
The average number of vector write instructions to the video memory executed per work-item (affected by flow control). |
CSFlatVMemInsts |
Items |
The average number of FLAT instructions that read from or write to the video memory executed per work item (affected by flow control). Includes FLAT instructions that read from or write to scratch. |
CSVALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
CSVALUBusyCycles |
Cycles |
Number of GPU cycles where vector ALU instructions are processed. |
CSSALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
CSSALUBusyCycles |
Cycles |
Number of GPU cycles where scalar ALU instructions are processed. |
CSGDSInsts |
Items |
The average number of GDS read or GDS write instructions executed per work item (affected by flow control). |
CSLDSInsts |
Items |
The average number of LDS read/write instructions executed per work-item (affected by flow control). |
CSFlatLDSInsts |
Items |
The average number of FLAT instructions that read from or write to LDS executed per work item (affected by flow control). |
CSALUStalledByLDS |
Percentage |
The percentage of GPUTime ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad). |
CSALUStalledByLDSCycles |
Cycles |
Number of GPU cycles each wavefronts’ ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. |
CSLDSBankConflict |
Percentage |
The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad). |
CSLDSBankConflictCycles |
Cycles |
Number of GPU cycles the LDS is stalled by bank conflicts. Value range: 0 (optimal) to GPUBusyCycles (bad). |
TextureUnit Group
Counter Name |
Usage |
Brief Description |
---|---|---|
TexTriFilteringPct |
Percentage |
Percentage of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified). |
TexTriFilteringCount |
Items |
Count of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified). |
NoTexTriFilteringCount |
Items |
Count of pixels that did not receive trilinear filtering. |
TexVolFilteringPct |
Percentage |
Percentage of pixels that received volume filtering. |
TexVolFilteringCount |
Items |
Count of pixels that received volume filtering. |
NoTexVolFilteringCount |
Items |
Count of pixels that did not receive volume filtering. |
TexAveAnisotropy |
Items |
The average degree of anisotropy applied. A number between 1 and 16. The anisotropic filtering algorithm only applies samples where they are required (e.g. there will be no extra anisotropic samples if the view vector is perpendicular to the surface) so this can be much lower than the requested anisotropy. |
DepthAndStencil Group
Counter Name |
Usage |
Brief Description |
---|---|---|
HiZTilesAccepted |
Percentage |
Percentage of tiles accepted by HiZ and will be rendered to the depth or color buffers. |
HiZTilesAcceptedCount |
Items |
Count of tiles accepted by HiZ and will be rendered to the depth or color buffers. |
HiZTilesRejectedCount |
Items |
Count of tiles not accepted by HiZ. |
PreZTilesDetailCulled |
Percentage |
Percentage of tiles rejected because the associated prim had no contributing area. |
PreZTilesDetailCulledCount |
Items |
Count of tiles rejected because the associated primitive had no contributing area. |
PreZTilesDetailSurvivingCount |
Items |
Count of tiles surviving because the associated primitive had contributing area. |
HiZQuadsCulled |
Percentage |
Percentage of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized. |
HiZQuadsCulledCount |
Items |
Count of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized. |
HiZQuadsAcceptedCount |
Items |
Count of quads that did continue on in the pipeline after HiZ. |
PreZQuadsCulled |
Percentage |
Percentage of quads rejected based on the detailZ and earlyZ tests. |
PreZQuadsCulledCount |
Items |
Count of quads rejected based on the detailZ and earlyZ tests. |
PreZQuadsSurvivingCount |
Items |
Count of quads surviving detailZ and earlyZ tests. |
PostZQuads |
Percentage |
Percentage of quads for which the pixel shader will run and may be postZ tested. |
PostZQuadCount |
Items |
Count of quads for which the pixel shader will run and may be postZ tested. |
PreZSamplesPassing |
Items |
Number of samples tested for Z before shading and passed. |
PreZSamplesFailingS |
Items |
Number of samples tested for Z before shading and failed stencil test. |
PreZSamplesFailingZ |
Items |
Number of samples tested for Z before shading and failed Z test. |
PostZSamplesPassing |
Items |
Number of samples tested for Z after shading and passed. |
PostZSamplesFailingS |
Items |
Number of samples tested for Z after shading and failed stencil test. |
PostZSamplesFailingZ |
Items |
Number of samples tested for Z after shading and failed Z test. |
ZUnitStalled |
Percentage |
The percentage of GPUTime the depth buffer spends waiting for the color buffer to be ready to accept data. High figures here indicate a bottleneck in color buffer operations. |
ZUnitStalledCycles |
Cycles |
Number of GPU cycles the depth buffer spends waiting for the color buffer to be ready to accept data. Larger numbers indicate a bottleneck in color buffer operations. |
DBMemRead |
Bytes |
Number of bytes read from the depth buffer. |
DBMemWritten |
Bytes |
Number of bytes written to the depth buffer. |
ColorBuffer Group
Counter Name |
Usage |
Brief Description |
---|---|---|
CBMemRead |
Bytes |
Number of bytes read from the color buffer. |
CBColorAndMaskRead |
Bytes |
Total number of bytes read from the color and mask buffers. |
CBMemWritten |
Bytes |
Number of bytes written to the color buffer. |
CBColorAndMaskWritten |
Bytes |
Total number of bytes written to the color and mask buffers. |
CBSlowPixelPct |
Percentage |
Percentage of pixels written to the color buffer using a half-rate or quarter-rate format. |
CBSlowPixelCount |
Items |
Number of pixels written to the color buffer using a half-rate or quarter-rate format. |
MemoryCache Group
Counter Name |
Usage |
Brief Description |
---|---|---|
L0TagConflictReadStalledCycles |
Items |
The number of cycles read operations from the L0 cache are stalled due to tag conflicts. |
L0TagConflictWriteStalledCycles |
Items |
The number of cycles write operations to the L0 cache are stalled due to tag conflicts. |
L0TagConflictAtomicStalledCycles |
Items |
The number of cycles atomic operations on the L0 cache are stalled due to tag conflicts. |
GlobalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
FetchSize |
Bytes |
The total bytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
WriteSize |
Bytes |
The total bytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data cache. Value range: 0% (no hit) to 100% (optimal). |
CacheMiss |
Percentage |
The percentage of fetch, write, atomic, and other instructions that miss the data cache. Value range: 0% (optimal) to 100% (all miss). |
CacheHitCount |
Items |
Count of fetch, write, atomic, and other instructions that hit the data cache. |
CacheMissCount |
Items |
Count of fetch, write, atomic, and other instructions that miss the data cache. |
MemUnitBusy |
Percentage |
The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound). |
MemUnitBusyCycles |
Cycles |
Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalledCycles). This is measured with all extra fetches and writes and any cache or memory effects taken into account. |
MemUnitStalled |
Percentage |
The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad). |
MemUnitStalledCycles |
Cycles |
Number of GPU cycles the memory unit is stalled. |
WriteUnitStalled |
Percentage |
The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad). |
WriteUnitStalledCycles |
Cycles |
Number of GPU cycles the Write unit is stalled. |
Counters Exposed for Compute Performance Analysis
The following tables show the set of counters exposed for analysis of GPU Compute workloads, as well the family of GPUs and APUs on which each counter is available:
RDNA3 Counters
General Group
Counter Name |
Usage |
Brief Description |
---|---|---|
Wavefronts |
Items |
Total wavefronts. |
VALUInsts |
Items |
The average number of vector ALU instructions executed per work-item (affected by flow control). |
SALUInsts |
Items |
The average number of scalar ALU instructions executed per work-item (affected by flow control). |
VFetchInsts |
Items |
The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that fetch from video memory. |
SFetchInsts |
Items |
The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control). |
VWriteInsts |
Items |
The average number of vector write instructions to the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that write to video memory. |
GDSInsts |
Items |
The average number of GDS read or GDS write instructions executed per work item (affected by flow control). |
VALUUtilization |
Percentage |
The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of the wave size. Value range: 0% (bad), 100% (ideal – no thread divergence). |
VALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
SALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
LocalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
LDSInsts |
Items |
The average number of LDS read or LDS write instructions executed per work item (affected by flow control). |
LDSBankConflict |
Percentage |
The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad). |
GlobalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
FetchSize |
Kilobytes |
The total kilobytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
WriteSize |
Kilobytes |
The total kilobytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
L0CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L0 cache. Value range: 0% (no hit) to 100% (optimal). |
L1CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L1 cache. Writes and atomics always miss this cache. Value range: 0% (no hit) to 100% (optimal). |
L2CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L2 cache. Value range: 0% (no hit) to 100% (optimal). |
MemUnitBusy |
Percentage |
The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound). |
MemUnitStalled |
Percentage |
The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad). |
WriteUnitStalled |
Percentage |
The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad). |
RDNA2 Counters
General Group
Counter Name |
Usage |
Brief Description |
---|---|---|
Wavefronts |
Items |
Total wavefronts. |
VALUInsts |
Items |
The average number of vector ALU instructions executed per work-item (affected by flow control). |
SALUInsts |
Items |
The average number of scalar ALU instructions executed per work-item (affected by flow control). |
VFetchInsts |
Items |
The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that fetch from video memory. |
SFetchInsts |
Items |
The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control). |
VWriteInsts |
Items |
The average number of vector write instructions to the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that write to video memory. |
GDSInsts |
Items |
The average number of GDS read or GDS write instructions executed per work item (affected by flow control). |
VALUUtilization |
Percentage |
The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of the wave size. Value range: 0% (bad), 100% (ideal – no thread divergence). |
VALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
SALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
LocalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
LDSInsts |
Items |
The average number of LDS read or LDS write instructions executed per work item (affected by flow control). |
LDSBankConflict |
Percentage |
The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad). |
GlobalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
FetchSize |
Kilobytes |
The total kilobytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
WriteSize |
Kilobytes |
The total kilobytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
L0CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L0 cache. Value range: 0% (no hit) to 100% (optimal). |
L1CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L1 cache. Writes and atomics always miss this cache. Value range: 0% (no hit) to 100% (optimal). |
L2CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L2 cache. Value range: 0% (no hit) to 100% (optimal). |
MemUnitBusy |
Percentage |
The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound). |
MemUnitStalled |
Percentage |
The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad). |
WriteUnitStalled |
Percentage |
The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad). |
RDNA Counters
General Group
Counter Name |
Usage |
Brief Description |
---|---|---|
Wavefronts |
Items |
Total wavefronts. |
VALUInsts |
Items |
The average number of vector ALU instructions executed per work-item (affected by flow control). |
SALUInsts |
Items |
The average number of scalar ALU instructions executed per work-item (affected by flow control). |
VFetchInsts |
Items |
The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that fetch from video memory. |
SFetchInsts |
Items |
The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control). |
VWriteInsts |
Items |
The average number of vector write instructions to the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that write to video memory. |
GDSInsts |
Items |
The average number of GDS read or GDS write instructions executed per work item (affected by flow control). |
VALUUtilization |
Percentage |
The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of the wave size. Value range: 0% (bad), 100% (ideal – no thread divergence). |
VALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
SALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
LocalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
LDSInsts |
Items |
The average number of LDS read or LDS write instructions executed per work item (affected by flow control). |
LDSBankConflict |
Percentage |
The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad). |
GlobalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
FetchSize |
Kilobytes |
The total kilobytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
WriteSize |
Kilobytes |
The total kilobytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
L0CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L0 cache. Value range: 0% (no hit) to 100% (optimal). |
L1CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L1 cache. Writes and atomics always miss this cache. Value range: 0% (no hit) to 100% (optimal). |
L2CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L2 cache. Value range: 0% (no hit) to 100% (optimal). |
MemUnitBusy |
Percentage |
The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound). |
MemUnitStalled |
Percentage |
The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad). |
WriteUnitStalled |
Percentage |
The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad). |
Vega Counters
General Group
Counter Name |
Usage |
Brief Description |
---|---|---|
Wavefronts |
Items |
Total wavefronts. |
VALUInsts |
Items |
The average number of vector ALU instructions executed per work-item (affected by flow control). |
SALUInsts |
Items |
The average number of scalar ALU instructions executed per work-item (affected by flow control). |
VFetchInsts |
Items |
The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that fetch from video memory. |
SFetchInsts |
Items |
The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control). |
VWriteInsts |
Items |
The average number of vector write instructions to the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that write to video memory. |
FlatVMemInsts |
Items |
The average number of FLAT instructions that read from or write to the video memory executed per work item (affected by flow control). Includes FLAT instructions that read from or write to scratch. |
GDSInsts |
Items |
The average number of GDS read or GDS write instructions executed per work item (affected by flow control). |
VALUUtilization |
Percentage |
The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of 64. Value range: 0% (bad), 100% (ideal – no thread divergence). |
VALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
SALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
LocalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
LDSInsts |
Items |
The average number of LDS read or LDS write instructions executed per work item (affected by flow control). Excludes FLAT instructions that read from or write to LDS. |
FlatLDSInsts |
Items |
The average number of FLAT instructions that read from or write to LDS executed per work item (affected by flow control). |
LDSBankConflict |
Percentage |
The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad). |
GlobalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
FetchSize |
Kilobytes |
The total kilobytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
WriteSize |
Kilobytes |
The total kilobytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
L1CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L1 cache. Value range: 0% (no hit) to 100% (optimal). |
L2CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data in L2 cache. Value range: 0% (no hit) to 100% (optimal). |
MemUnitBusy |
Percentage |
The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound). |
MemUnitStalled |
Percentage |
The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad). |
WriteUnitStalled |
Percentage |
The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad). |
Graphics IP v8 Counters
General Group
Counter Name |
Usage |
Brief Description |
---|---|---|
Wavefronts |
Items |
Total wavefronts. |
VALUInsts |
Items |
The average number of vector ALU instructions executed per work-item (affected by flow control). |
SALUInsts |
Items |
The average number of scalar ALU instructions executed per work-item (affected by flow control). |
VFetchInsts |
Items |
The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that fetch from video memory. |
SFetchInsts |
Items |
The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control). |
VWriteInsts |
Items |
The average number of vector write instructions to the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that write to video memory. |
FlatVMemInsts |
Items |
The average number of FLAT instructions that read from or write to the video memory executed per work item (affected by flow control). Includes FLAT instructions that read from or write to scratch. |
GDSInsts |
Items |
The average number of GDS read or GDS write instructions executed per work item (affected by flow control). |
VALUUtilization |
Percentage |
The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of 64. Value range: 0% (bad), 100% (ideal – no thread divergence). |
VALUBusy |
Percentage |
The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
SALUBusy |
Percentage |
The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal). |
LocalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
LDSInsts |
Items |
The average number of LDS read or LDS write instructions executed per work item (affected by flow control). Excludes FLAT instructions that read from or write to LDS. |
FlatLDSInsts |
Items |
The average number of FLAT instructions that read from or write to LDS executed per work item (affected by flow control). |
LDSBankConflict |
Percentage |
The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad). |
GlobalMemory Group
Counter Name |
Usage |
Brief Description |
---|---|---|
FetchSize |
Kilobytes |
The total kilobytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
WriteSize |
Kilobytes |
The total kilobytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account. |
CacheHit |
Percentage |
The percentage of fetch, write, atomic, and other instructions that hit the data cache. Value range: 0% (no hit) to 100% (optimal). |
MemUnitBusy |
Percentage |
The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound). |
MemUnitStalled |
Percentage |
The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad). |
WriteUnitStalled |
Percentage |
The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad). |