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Hi guys,
I'm seeing a peak in the shader core utilization which is not matched by any activity in the core unit utilization graph at all. My best guess for this is a series of OpenGL API calls that look inefficient to me (which I have below in pseudo-code):
glBindFramebuffer(fbo_1); glInvalidateFramebuffer(fbo_1, {color,depth,stencil}); glClear(color|depth|stencil); glBindFramebuffer(fbo_2); ... // at some point glBindFramebuffer(fbo_1);
Could the graph below explain this? I can barely see any writes (which, perhaps is related with transaction elimination?) so I'm pretty clueless.
This was recorded in a Mali-G71 btw.
Cheers,
Joao