when using mobile studio to get counter of ray tracing
I found it's ray num item rays started($MaliRayTracingRaysStarted) not equal to my real num
So I wonder if this value is accurate?
Hi there, I have moved your question to the Graphics, Gaming, and VR forum. Many thanks.
Like all shader core counters, it's a per shader core number, allowing it to be normalized and compared with clock frequency. Scale by shader core count to get the total ($MaliConstantsShaderCoreCount).
thank you. but where can I find this value($MaliConstantsShaderCoreCount)? I try to find it in capture data but it isn't there.
It's not plotted as a series, but should be available as a variable if you edit the ray started expression.
sorry, I'm a little confused about this
Peter Harris said:It's not plotted as a series, but should be available as a variable if you edit the ray started expression.
And If I want to get informations for all rays in the scene, is there any way I can try?
For all started rays add a new series, or edit the existing one, to plot "$MaliRayTracingRaysStarted * $MaliConstantsShaderCoreCount".
There is no counter for continued traversals that restart after the first hit returns to shade code.
Thank you very much.
I tried to do the statistics, but the results are not understandable. I send 400 primary rays in my shader, but I got total 660 rays(60 rays*11 shader cores) in streamline and the data varies slightly per frame. then I try to send 9216 rays, but I got total 10300 in streamline.
Is this data just an estimate?
It's counting per warp as that is the hardware resource consumption, so if you have any masked lanes due to partial warps/partially covered fragment quads/control flow divergence then they are going to get counted as "used" slots.
Thank you very much. I've roughly understood this item. This is the warp-level statistics, and the value is relatively high.