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

CSThreadGroups

Items

Total number of thread groups.

CSWavefronts

Items

The total number of wavefronts used for the CS.

CSThreads

Items

The number of CS threads processed by the hardware.

CSThreadGroupSize

Items

The number of CS threads within each thread group.

CSMemUnitBusy

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).

CSMemUnitBusyCycles

Cycles

Number of GPU cycles 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.

CSMemUnitStalled

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).

CSMemUnitStalledCycles

Cycles

Number of GPU cycles the memory unit is stalled. Try reducing the number or size of fetches and writes if possible.

CSWriteUnitStalled

Percentage

The percentage of GPUTime the write unit is stalled.

CSWriteUnitStalledCycles

Cycles

Number of GPU cycles the write unit is stalled.

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 the 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.

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

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.

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

CSThreadGroups

Items

Total number of thread groups.

CSWavefronts

Items

The total number of wavefronts used for the CS.

CSThreads

Items

The number of CS threads processed by the hardware.

CSThreadGroupSize

Items

The number of CS threads within each thread group.

CSMemUnitBusy

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).

CSMemUnitBusyCycles

Cycles

Number of GPU cycles 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.

CSMemUnitStalled

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).

CSMemUnitStalledCycles

Cycles

Number of GPU cycles the memory unit is stalled. Try reducing the number or size of fetches and writes if possible.

CSWriteUnitStalled

Percentage

The percentage of GPUTime the write unit is stalled.

CSWriteUnitStalledCycles

Cycles

Number of GPU cycles the write unit is stalled.

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 the 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.

VsGsVALUInstCount

Items

Average number of vector ALU instructions executed for the VS and GS in a VS-[GS-]PS pipeline. Affected by flow control.

VsGsSALUInstCount

Items

Average number of scalar ALU instructions executed for the VS and GS. Affected by flow control.

VsGsVALUBusy

Percentage

The percentage of GPUTime vector ALU instructions are being processed for the VS and GS.

VsGsVALUBusyCycles

Cycles

Number of GPU cycles where vector ALU instructions are being processed for the VS and GS.

VsGsSALUBusy

Percentage

The percentage of GPUTime scalar ALU instructions are being processed for the VS and GS.

VsGsSALUBusyCycles

Cycles

Number of GPU cycles where scalar ALU instructions are being processed for the VS and 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.

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

CSThreadGroups

Items

Total number of thread groups.

CSWavefronts

Items

The total number of wavefronts used for the CS.

CSThreads

Items

The number of CS threads 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.

CSMemUnitBusy

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).

CSMemUnitBusyCycles

Cycles

Number of GPU cycles 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.

CSMemUnitStalled

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).

CSMemUnitStalledCycles

Cycles

Number of GPU cycles the memory unit is stalled. Try reducing the number or size of fetches and writes if possible.

CSWriteUnitStalled

Percentage

The percentage of GPUTime the write unit is stalled.

CSWriteUnitStalledCycles

Cycles

Number of GPU cycles the write unit is stalled.

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 the 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

CSThreadGroups

Items

Total number of thread groups.

CSWavefronts

Items

The total number of wavefronts used for the CS.

CSThreads

Items

The number of CS threads 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.

CSMemUnitBusy

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).

CSMemUnitBusyCycles

Cycles

Number of GPU cycles 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.

CSMemUnitStalled

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).

CSMemUnitStalledCycles

Cycles

Number of GPU cycles the memory unit is stalled. Try reducing the number or size of fetches and writes if possible.

CSWriteUnitStalled

Percentage

The percentage of GPUTime the write unit is stalled.

CSWriteUnitStalledCycles

Cycles

Number of GPU cycles the write unit is stalled.

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 the 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

CSThreadGroups

Items

Total number of thread groups.

CSWavefronts

Items

The total number of wavefronts used for the CS.

CSThreads

Items

The number of CS threads 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.

CSMemUnitBusy

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).

CSMemUnitBusyCycles

Cycles

Number of GPU cycles 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.

CSMemUnitStalled

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).

CSMemUnitStalledCycles

Cycles

Number of GPU cycles the memory unit is stalled. Try reducing the number or size of fetches and writes if possible.

CSWriteUnitStalled

Percentage

The percentage of GPUTime the write unit is stalled.

CSWriteUnitStalledCycles

Cycles

Number of GPU cycles the write unit is stalled.

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 the 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).