I am seeing a lot of weird behaviours in the Graphics Analyzer program currently.I have one Major problem and an additional annoyance.
My major problem is that vertex count per frame seems to be broken.
it is showing each frame with a total vertex count since the start of the application.Which is either broken or not helpful.My second annoyance is how the graph window is broken.Is this somehow a local issue to my machine?Is anyone else having these issues?
Hi Steven, The vertex shader view is indeed giving the total since the start of trace. For a lot of content the trend is similar frame-to-frame, but I agree it would be better if these were per-frame or per-render-pass statistics.
The histogram column ordering is a known issue- I'll see if we can squeeze a fix into the next release.
Kind regards, Pete
Hey, thanks for the reply Peter.I created a Case about the issue.https://services.arm.com/support/s/case/5003t00001Ru0lPI have been using the Mali Graphics Debugger for years,And I feel like that used to be a standard feature?But yeah, some way to tell how much work in being done on a frame by frame basis is really important for my debugging.
So even if it is not the default behaviour, having a toggle somewhere to switch between Application/Frame/Active.Instead of just Application / Active.
Understood - thanks for the feedback, I'll see what we can get in for the next release.
Hi Steven, We've debugged the reason for the shader counts not resetting. This occurs for shaders where the shaders themselves have been deleted (i.e. they only exist as part of a linked program object). You can workaround the issue in the interim by not deleting shaders until the programs using the shader are deleted.
We're currently planning a patch release to fix both of these issues which should be out ~ mid July.
Interesting. I'll investigate that anyways. Using Unity so don't have direct access to that level of control.Thanks for the follow up!
Hi Steven, Just to let you know that Arm Mobile Studio 2021.2 is now released, which includes fixes for both of the issues you raised. Thanks again for reporting them - the feedback is always appreciated even if it is a bug report!
OOOOOOO, Christmas time!Thanks Peter!