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Graphics Analyzer Get Zero Fragments on Part of Drawcalls

Hi guys,

     I am debugging a basic Unity URP Demo with Graphic Analyzer(5.11.1.1966b596). The shader/fragment metrics show zero fragments on SSAO drawcalls.Is this a bug? (The red box part in the figure 1)

     The data is captured on Samsung SM-A730F with GPU Mali-G71.

Some Drawcall Shows Zero Fragments

Another problem with GA fragment data is that the number of fragments that can get data is three times the actual number。

Here is the test case, I try to draw 7 quad on the screen from large to small( like the case in the figure 2 ), 

each quad size is listed in figure 3, 

the fragments counted by GA is in the figure below, it's 3 times the actual number

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  • There are limitations on the fragment counting mode (it uses shader replacement, and not all shaders can be replaced). Can you share your example .mgd file, so we can confirm this is the problem? You can reach the team at mobilestudio@arm.com.

    Thanks, 
    Pete

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  • There are limitations on the fragment counting mode (it uses shader replacement, and not all shaders can be replaced). Can you share your example .mgd file, so we can confirm this is the problem? You can reach the team at mobilestudio@arm.com.

    Thanks, 
    Pete

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