In the streamline counters, what does the "Sample test cull rate" mean in Mali Geometry Culling Rate?
"The percentage of primitives entering the sample coverage test that are killed by it." -- This is tips for this counter. But i can not get the exact meaning of it.
So please explain it for details, many thanks!
Hi Shawn, 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. Small triangles are expensive in terms of processing cost and memory bandwidth, so it's important content tries to minimize the number sample culled triangles.
I'll raise a ticket to improve the description for this counter for the next tool release.
Kind regards, Pete
developer.arm.com/.../mali-performance-counters
Firstly, I am so happy for your replay.
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?
It's all about arm64 structure, there is a tile blinning pass before fragment pass, which will do tile and rasterization job or any stuff. sorry I could not offer some refer, because I read these in a chinese translate version(may be not correct somehow). I'm now finding the explanation of "Z plane culled rate "