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<?xml-stylesheet type="text/xsl" href="https://community.arm.com/utility/feedstylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>What does &amp;quot;Sample test cull rate&amp;quot; mean?</title><link>https://community.arm.com/developer/tools-software/graphics/f/discussions/47978/what-does-sample-test-cull-rate-mean</link><description> In the streamline counters, what does the &amp;quot;Sample test cull rate&amp;quot; mean in Mali Geometry Culling Rate? 
 
 &amp;quot;The percentage of primitives entering the sample coverage test that are killed by it.&amp;quot; -- This is tips for this counter. But i can not get the</description><dc:language>en-US</dc:language><generator>Telligent Community 10</generator><item><title>RE: What does "Sample test cull rate" mean?</title><link>https://community.arm.com/thread/168458?ContentTypeID=1</link><pubDate>Thu, 05 Nov 2020 07:53:58 GMT</pubDate><guid isPermaLink="false">dd9e70c8-6d3c-4c71-b136-2456382a7b5c:e4e87aee-f26b-4cf4-a02c-544da46ededc</guid><dc:creator>Shawn Chang</dc:creator><description>&lt;p&gt;Firstly, I am so happy for your replay.&lt;/p&gt;
&lt;p&gt;But sorry for my poor knowledge about GPU. In my understand, small triangles override one pixel at least. Did I miss any important knowledge? How does rasterization work? Is it convenient to give some links to this knowledge?&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;</description></item><item><title>RE: What does "Sample test cull rate" mean?</title><link>https://community.arm.com/thread/168456?ContentTypeID=1</link><pubDate>Thu, 05 Nov 2020 07:41:14 GMT</pubDate><guid isPermaLink="false">dd9e70c8-6d3c-4c71-b136-2456382a7b5c:01aafe4d-c917-4bed-925e-3c7e2bb989f4</guid><dc:creator>Peter Harris</dc:creator><description>&lt;p&gt;Hi Shawn,&amp;nbsp;&lt;br /&gt;&lt;br /&gt;Recent Mali GPUs have a culling stage for killing triangles at the culling stage which are so small that they hit no rasterizer sample points, which avoids them getting written back to the intermediate tile lists. &lt;br /&gt;&lt;br /&gt;Small triangles are expensive in terms of processing cost and memory bandwidth, so it&amp;#39;s important&amp;nbsp;content tries to minimize the number&amp;nbsp;sample culled triangles.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I&amp;#39;ll raise a ticket to improve the description for this counter for the next tool release.&lt;/p&gt;
&lt;p&gt;Kind regards,&amp;nbsp;&lt;br /&gt;Pete&lt;/p&gt;
&lt;p&gt;&lt;a href="https://developer.arm.com/ip-products/graphics-and-multimedia/mali-gpus/mali-performance-counters"&gt;developer.arm.com/.../mali-performance-counters&lt;/a&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;</description></item></channel></rss>