Hi there,
Our game is developed using UE 4.24 and the shaders are compiled using dxc. We found that when the game is on opengl platform and running on Huawei P30(Mali-G76), the mali non-fragment gpu clock and gpu clock active counters have a much larger value than that of our game running on vulkan platform. All the scene/rendering settings are the same besides the shader platform. We tried to simplify the vertex shaders so that they only calculate the positions, but it doesn't help. And we are pretty sure it is caused by the tiling stage since the non-fragment gpu clock decrease to zero if we hide all the objects in the scene. We didn't see such problems on Huawei P40(another subtype of G76 i believe) or other qualcomm equipped phones.
I wondered if anyone could help us figure out the cause.
Thank you so much!
Can you share a Streamline capture?
Also, for mesh related issues, the geometry metrics in our Frame Advisor profiling tool may help here.
Hi Peter, thank you for reply! Could you send me your work email address? I'll send you the perf track data which contains almost all the counter values mentioned on the mali-G76 documents.
You can contact us at performancestudio@arm.com.
Cheers, Pete
Thanks! I've sent the question and the info to that address.
Marking this one as answered, as we're discussing offline.