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.