• Compressed but not mipmapped data (Streamline capture)
    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...
  • Confusion about the cycles in streamline
    In streamline, multiple counters use cycles,e.g. MaliGPUCyclesGPUActive,MaliGPUCyclesNonFragmentQueueActive,MaliGPUCyclesFragmentQueueActive,MaliCoreTextureCyclesTexturingActive . In my understanding...
  • Lightweight interceptor overhead when capturing with Streamline
    Although already stated by Pete before in this thread it seems that I'm getting a slightly higher than expected overhead from the lightweight interceptor. The FPS seems to drop by around 3-4FPS and seems...
  • EGLFrameContext occasionally missing from Streamline captures
    Hi, For reasons unknown to me, the $FrameRateEGLContext**** (the **** representing the memory address, or equivalent suffix) counter seems to be absent from some of my captures and I'm struggling to...
  • Streamline for Developers
    Introduction Streamline is a great tool to work out where the bottleneck is for your application. It should be your first pass tool in finding out whether you are vertex, fragment, CPU or bandwidth...