In Mali Graphics Debugger there is view with pie chart called memory statistics with break down for different kinds of memory usage.
Where i can get good definition what each type means? especially interesting what framepool and frame internal means, (i`m aware of tiled rendering and that mali need to store some data until buffer swapped but why two kinds), also interesting what is unnamed and default heap, sounds completely uninformative.
Hi Dmytro,
> Where i can get good definition what each type means? especially interesting what framepool and frame internal means
The framepool is storage for intermediate output from vertex shaders and the tiling process before fragment shading. Frame internal is "other memory related to the submission of a frame" - command queues, internal descriptor storage, etc.
> also interesting what is unnamed and default heap, sounds completely uninformative.
Indeed, it's quite uninformative sorry ;)
This is one area where older drivers would have given you a better breakdown, because memory allocations were strongly typed by resource. When you allocated e.g. a texture it would always be a texture until it was freed. In drivers designed for a modern Vulkan-shaped world, memory allocation and memory usage are decoupled - the same memory can be aliased to different resource types by the application without being reallocated by the memory allocation layer in the driver. Unfortunately this means we lose the ability to track resource use by type, even for a GLES driver, because we use the same memory management backend for both.
HTH, Pete
>The framepool is storage for intermediate output from vertex shaders and the tiling process before fragment shading
How framepool can reliable measured?
>other memory related to the submission of a frame
can ghosted UBO counted as frame internal?
> This is one area where older drivers would have given you a better breakdown
I`m using OpenGL ES on Mali-T880 and Default heap + Unnamed can go up to 19MB (16% of total), can you suggest any way to reduce it?
Dmytro Panfilov said:How framepool can reliable measured?
You have the only source of data already.
Dmytro Panfilov said:can ghosted UBO counted as frame internal?
No.
Dmytro Panfilov said:I`m using OpenGL ES on Mali-T880 and Default heap + Unnamed can go up to 19MB (16% of total), can you suggest any way to reduce it?
As an application developer you get no direct control over this other than by "doing less stuff" (fewer descriptor settings, fewer objects).
If you are a licensee with driver source access then there are some build-time options which can trade off memory footprint and performance; please contact support@arm.com for more help if this is the case.