• Question about fragment count statistic in graphics analyzer

    Shawn Chang
    Shawn Chang

    1.We want to know whether the number of Vertices and Fragments counted here is the number after culling (HiZ, geometry culling, earlyz, fpk...)?


    2.We found that the total cost of each shader = Cycles*Fragments or Cycles*Vertices, which parameter is the…

    • 26 days ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Confusion about the cycles in streamline

    Shawn Chang
    Shawn Chang

    In streamline, multiple counters use cycles,e.g.
     MaliGPUCyclesGPUActive,MaliGPUCyclesNonFragmentQueueActive,MaliGPUCyclesFragmentQueueActive,MaliCoreTextureCyclesTexturingActive
    .

    In my understanding, these cycles describe the time consumption on the time…

    • Answered
    • 27 days ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • FPS and few other capture data are not showing up on streamline for Vulkan builds

    Rohan Ganapathy
    Rohan Ganapathy

    Hello,

    We tried running to do a performance comparison of our game with Vulkan integrated in out built and one without it(OpenGL). When we ran the Vulkan built apk and tried to capture some streamline data we seem to not get some data like "Frame Rate…

    • Answered
    • 1 month ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Zero GPU activity during "long" periods of time

    JPJ
    JPJ

    I'm seeing 0 GPU activity (every single counter I have in the G-76 template is at 0) during periods of up to 100ms. This capture was done with the lightweight interceptor (if that's relevant) on a Samsung S10e. In this particular occasion the CPU activity…

    • Answered
    • 3 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Help interpreting L/S and Texture memory usage

    JPJ
    JPJ

    I'm having some conflicting thoughts on how I'm interpreting the charts of two Streamline captures of the same scenario over 4s (from a Mali G-71; Samsung A20e) , so I was wondering what's your view on the following?

    For instance, while the number…

    • Answered
    • 3 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Maximizing the System Efficiency of Augmented Reality Devices

    Chris Szabo
    Chris Szabo

    Future augmented reality (AR) devices execute workloads that create immersive experiences - a synergy between real and virtual worlds. Just like our current mobile devices, it is not enough to perform just a single task efficiently, so a collection of…

    • 6 months ago
    • Innovation
    • Innovation blog
  • GPU's cycles in Streamline

    JPJ
    JPJ

    Hi guys,

    I need some clarification in regards to the GPU Active ($MaliGPUCyclesGPUActive) counter on a Mali-G76 (not really specific to this GPU though) in a Samsung S10e.

    I'm getting a total of ~310 mega-cycles in 1 sec. From a quick look at the DVFS…

    • Answered
    • 6 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Frame rate in Streamline

    JPJ
    JPJ

    Hi guys

    I'm getting some frame rate values (in a Samsung S10e - G970F) I can't really explain in Streamline, so I was wondering if you could clarify this. The Frame Rate counter seems to be based on EGLContext, so my assumption is that it's simply…

    • Answered
    • 6 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Streamline 2020.0 annotations in Unity

    JPJ
    JPJ

    Hi guys,

    I just had a go at using Streamline annotations in Unity but for some reason I'm not able to see anything. I'm not entirely sure if I should toggle something I haven't seen or if the version of Streamline I'm using (2020.0) isn't somehow…

    • Answered
    • 7 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Shader ALU improvement not having expected impact

    JPJ
    JPJ

    Hi,

    We've analysed our main shader (which presumably accounts for most of the pixels from the 3D pass). The shader is largely ALU bound in most architectures (see trimmed malioc's report below):

    Before optimization (Mali G-71):

                   
    …
    • Answered
    • 7 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Unexplained shader core utilization

    JPJ
    JPJ

    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…

    • Answered
    • 8 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Compressed but not mipmapped data (Streamline capture)

    JPJ
    JPJ

    Hi guys,

    I'm trying to narrow down the texture usage of a frame. Essentially, at the tail end of the frame I'm seeing a fair bit of compressed but NOT mipmapped texture data. Is it possible this is framebuffer compressed data used by post-processing…

    • Answered
    • 8 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Mali texture workload/usage rate issue in Streamliner

    JPJ
    JPJ

    Hi,

    I'm struggling to understand the connection between a spike I'm seeing in the Mali Texture Workload Property Rate and (a) overlapping texture unit utilization and (b) subsequent L2/external reads. There seems to be very little activity texture…

    • Answered
    • 8 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • eglSwapBuffers() taking so much time

    Lothav
    Lothav

    Hello Arm Community!

    I'm facing a problem with a HUAWEI P20 which has a GPU

    GLES: ARM, Mali-T830, OpenGL ES 3.2 v1.r20p0-01rel0.9a7fca3f7dd712a473937294a8ae24b1

    the Stramline/GA capture shows that eglSwapBuffers(), in some frames, are taking so…

    • 9 months ago
    • Software Tools
    • Arm Development Studio forum
  • Mali Job Manager info missing in Mobile Studio Streamline

    JPJ
    JPJ

    Hi,

    I'm unable to get any Mali Job Manager data for some reason. I don't see any warning that I could relate with a cause for that.

    I'm also not getting any CPU cycles but that might be related with some perf warnings.

    I've attached a couple…

    • Answered
    • 9 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Issues with Mobile Studio license

    JPJ
    JPJ

    Hi,

    I'm struggling to get Streamline to perform any capture due to a license error (image attached).

    I've tried connecting 2 different devices (a S10e and a J3 Duos) but I still get an error saying: "This capture is not supported as it uses features…

    • Answered
    • 9 months ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Introduction to Statistical Profiling Support in Streamline

    Ben Gainey
    Ben Gainey

    Starting with version 7.0, Arm Streamline Performance Analyzer (Streamline) supports profiling using the Statistical Profiling Extension (SPE). SPE is an optional extension to the Armv8.2-A architecture that allows low probe effect hardware sampling of…

    • 10 months ago
    • Software Tools
    • Tools, Software and IDEs blog
  • Streamline Version 7

    Diane May
    Diane May

    Hi, I'm working on N1SDP board and wanted to use Streamline with it. I obtained the source code for gator daemon and gator driver from github and it is of the latest version (Streamline Version 7). However, the Streamline version that is available from…

    • Answered
    • over 1 year ago
    • Software Tools
    • Arm Development Studio forum
  • Can I import my own processor model in streamline for profiling?

    Z.L
    Z.L

    Hi, 

    My understanding is that there are existing processor architectures that are supported in DS5 and Streamline. Then a benchmark application can be selected to run on those existing software models of processors for performance profiling, etc.

    My question…

    • over 1 year ago
    • Open Source Software and Platforms
    • Arm Development Platforms forum
  • GA and Streamline on APK 26 or higher

    Raluca
    Raluca

    Hello,

    I'm trying to analyze an app with the GA and integrate it with Streamline.

    The Graphics Analyzer requires an apk 25 or lower and I can't modify the targetsdk in the build.gradle file because that brings up some errors about not being able to…

    • Answered
    • over 1 year ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Connecting Unity app to Streamline

    Raluca
    Raluca

    I'm trying to profile an app developed in Unity with Streamline. I followed the instruction for setting up the package here to make it debuggable, but I still get this from the terminal:

    "run-as: package not debuggable: com.srm.streamlinelab…

    • Answered
    • over 1 year ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Trouble profiling with streamline

    Raluca
    Raluca

    I'm trying to go through the steps of getting started with Streamline but I got stuck on the gatorme command : instruction says "On the host, run the gatorme script to set up the target device so that Streamline can connect to it. Use the following…

    • Answered
    • over 1 year ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Counters on DS-5 Streamline

    Gr2019
    Gr2019

    Streamline is not able to collect counters on Mali-G72 MP3 device. I have attached the screenshot of counters I am able to see. Is this a limitation of this GPU?

    • Answered
    • over 1 year ago
    • Software Tools
    • Arm Development Studio forum
  • Exporting disassembly sample data in Streamline?

    nickb343
    nickb343

    I would like to perform a really fine-grained analysis on a function's performance in Streamline. Specifically, I would like to be able to count how many times an Add operation is performed. In order to do this (effectively), I would need a .csv of the…

    • over 1 year ago
    • Software Tools
    • Arm Development Studio forum
  • Technical Webinar: ML on Arm Cortex-A FAQ

    Jason Andrews
    Jason Andrews

    If you missed the recent technical webinar, Machine Learning on Arm Cortex-A –  it's now available on demand. This showed how developers can move neural network (NN) workloads around an SoC quickly and easily using Arm NN, facilitating software portability…

    • over 1 year ago
    • Processors
    • Processors blog
>