I found higp write stall rate in time, but I can't found corresponding shader or render pass in Streamline. Is it has a solution?
Should I add a Streamline annotation in engine? I found arm has a Unity Streamline annotation, but I use the engine made by myself. Is it has a solution?
may be I can use this file? https://github.com/ARM-software/mobile-studio-integration-for-unity/blob/main/Native~/streamline_annotate.h
At the moment there isn't a good way to correlate counters to specific render passes, and it is impossible to correlate with single draw calls (hardware interleaves bits of draw calls, tile by tile).
If you are able to share the Streamline capture I'd be happy to provide some initial analysis, but usual candidates for high write stalls are:
Kind regards, Pete
Thanks peter ,this is our game capture, a deferred pipeline and use taa. GPU is g51mp4. I found fragment utlization is 100%. So I want to reduce some shader effect, and bandwidth may is another problem.
If it's possible to share the same screenshots with a single frame highlighted using the cross-section marker, so the data bubbles show totals for the frame, it would be great. However, here is some early analysis:
Shader core load: