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Question about statistics of shader per line profile in xcode
Hi, I am using xcode frame capture to profile my app's shader. And I got some question about the shader per line profile statistics. Please see the two screen shot first, it is my compute shader. Begin: End: The first image is the head of the shader. The profile show's that the shader entry function takes 72.44% of the time. And at the end of the shader, the profile shows that the right brace '}' takes 60.45%. Here is my question: How to properly understand the profile data? What's the real performance data of this shader? Why the shader entry function does not take 100% of the time? Can someone help me to answer the question? Thanks! Boson
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Dec ’23
How do I know the "Tiling Phase" time cost?
I am using Metal Debugger / Instruments to profile my game in iPhone. And I am having problem finding a counter that could profile the "Tiling Phase" for a drawcall. Counters I got from XCode GPU frame captures are: "GPU Time", "Vertex Stage Time". I wonder if "Vertex Stage Time" contains both of Tiling phase execution time and Vertex Shader execution time? As far as I know from Qualcomm GPU, the "Tiling phase" (Called "binning pass" in Qualcomm) is going to shade all vertices once and bin primitives to tiles. And then for each tile, execute VS and PS for primitives in this tile. I am not sure if Apple GPU is doing the same thing. Could anyone expalin what is "Tiling phase" actually doing and how can I profile this "Tiling phase" in XCode? Thanks! My XCode Version is 12.4, and I am using iPhone XS max (IOS14.3)
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Dec ’21