Why is it showing only 1 render pass?It is a game on Unity, what is wrong?
Hi Dmitriy_,
Could we please have a bit more context? What are you trying to render (including what passes are expected), and how are you analyzing it?
Hi, Ben! :)
It's a game on unity. It's apk file (Development Build). It's Universal Render Pipeline, forward rendering.
So in game in unity I have many different objects, and in profile in unity at the desktop I see:
SetPass Calls: 113 Draw Calls: 1.8k Batches: 223
But,
when I am capturing a frame by Arm MS Graphics Analizer 2021.0 on my HUAWEI p30 light theare is something strange as you can see on the attached screen in the first message.
And I expected to see something like on this screen (it's another build from Unreal Engine):
So the problem is not in phone, and probably in Unity or in Arm Graphics Analizer.
So do you know what can it be? Thanks for help!
Hi! In case of Vulkan that's probably the expected list of function calls for 1 frame. Can you see the contents of command buffers?Here's an example:
Correct, in the current tooling this is the expected behavior.
For OpenGL ES the tool shows frames/renderpasses/draw calls
For Vulkan the tool shows frames/queue submits. The queue content is there, including the ability to capture per draw screenshots, but it's not navigable from the side-bar. It's not the most intuitive approach, but it was what was possible with the current tool. RenderDoc can be used as an alternative which shows something closer to the OpenGL ES view.Cheers, Pete
Thanks! Now I know that with Vulkan there are less info :(