[Intel-gfx] intel_gpu_top decode..
Peter Clifton
pcjc2 at cam.ac.uk
Wed Oct 6 19:55:55 CEST 2010
Hi,
Can anyone point me at what this intel_gpu_top output (below) indicates
regarding what is limiting the frame-rate of my drawing?
Primarily I'm throwing a lot of triangles and texture coordinates into a
vertex array, compiling the lot into a display list and benchmarking the
frame-rate I can achieve at given window sizes (not vblank limited). For
the data below, I'm just drawing lines (with two triangles each, then
two more at each end for caps). I have some colour changes, but these
are handled with a flush of my vertex array and a glColor call. Colour
changes should be relatively infrequent though.
Round line caps are being drawn using two triangles (to make a square),
with texture coordinates spaced between -1 and 1 to span the square. The
round object is drawn with an implicit texture using this shader:
void main()
{
float sqdist;
sqdist = dot (gl_TexCoord[0].st, gl_TexCoord[0].st);
if (sqdist > 1.0)
discard;
gl_FragColor = gl_Color;
}
The line geometry is also hitting this same shader, but with texture
coordinates set to 0.0, 0.0 so it is not clipped.
This is on a GM45. Am I correct in thinking the geometry transfer is the
indicated bottle-neck? (VF CS is vertex fetch command stream, right?)
From the fact the pixel shader is at 70%, I presume I'm not (yet)
fill-rate limited, but not that far from it either.
I've no idea what the other acronyms are, and the PRM doesn't help
immediately. Is UC0 related to clipping? Can I reduce it?
core clock: 400 Mhz
ring idle: 1%: ▌
ring space: 256/126976 (0%)
task percent busy
VF CS: 91%: ████████████████████████████████████▌
UC0 CS: 88%: ███████████████████████████████████▍
ISC CS: 88%: ███████████████████████████████████▍
GS CS: 88%: ███████████████████████████████████▍
VS0 CS: 82%: █████████████████████████████████
CL CS: 82%: █████████████████████████████████
MASM CS CR: 80%: ████████████████████████████████▏
Row 1, EU 3: 78%: ███████████████████████████████▍
Row 0, EU 3: 71%: ████████████████████████████▌
Pixel shader: 70%: ████████████████████████████▏
Bypass FIFO: 69%: ███████████████████████████▊
Windowizer: 68%: ███████████████████████████▍
Row 1, EU 2: 63%: █████████████████████████▍
Filtering: 62%: █████████████████████████
Row 0, EU 2: 60%: ████████████████████████▏
URB CS: 57%: ███████████████████████
Setup Engine: 55%: ██████████████████████▏
Map filter: 54%: █████████████████████▊
Row 1, EU 1: 50%: ████████████████████▏
Row 0, EU 1: 47%: ███████████████████
Texture decompress: 45%: ██████████████████▏
Sampler cache: 44%: █████████████████▊
Texture fetch: 44%: █████████████████▊
Row 1, EU 0: 43%: █████████████████▍
Projection and LOD: 24%: █████████▊
Dependent address generator: 22%: █████████
Dispatcher: 18%: ███████▍
Message Arbiter row 1: 11%: ████▌
SVDR CS CR: 6%: ██▌
EM1 CS CR: 5%: ██▏
SVSM CS CR: 2%: █
Best regards,
--
Peter Clifton
Electrical Engineering Division,
Engineering Department,
University of Cambridge,
9, JJ Thomson Avenue,
Cambridge
CB3 0FA
Tel: +44 (0)7729 980173 - (No signal in the lab!)
Tel: +44 (0)1223 748328 - (Shared lab phone, ask for me)
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