• Intel® Graphics Performance Analyzers 2019 R4
  • 12/20/2019
  • Public Content
Contents

Set 0

AVG GPU Core Frequency
Average GPU Core Frequency in the measurement.
CS Threads Dispatched
The total number of compute shader hardware threads dispatched.
DS Threads Dispatched
The total number of domain shader hardware threads dispatched.
Early Depth Test Fails
The total number of pixels dropped on early depth test.
Early Hi-Depth Test Fails
The total number of pixels dropped on early hierarchical depth test.
EU Active
The percentage of time in which the Execution Units were actively processing.
EU Both FPU Pipes Active
The percentage of time in which both EU FPU pipelines were actively processing.
EU Stall
The percentage of time in which the Execution Units were stalled.
GPU Busy
The percentage of time in which the GPU has been processing GPU commands.
GPU Core Clocks
The total number of GPU core clocks elapsed during the measurement.
GPU Time Elapsed
Time elapsed on the GPU during the measurement.
GS Threads Dispatched
The total number of geometry shader hardware threads dispatched.
GTI Depth Throughput
The total number of GPU memory bytes transferred between depth caches and GTI.
GTI Fixed Pipe Throughput
The total number of GPU memory bytes transferred between 3D Pipeline (Command Dispatch, Input Assembly and Stream Output) and GTI.
GTI L3 Throughput
The total number of GPU memory bytes transferred between L3 caches and GTI.
GTI RCC Throughput
The total number of GPU memory bytes transferred between render color caches and GTI.
GTI Read Throughput
The total number of GPU memory bytes read from GTI.
GTI Write Throughput
The total number of GPU memory bytes written to GTI.
HS Threads Dispatched
The total number of hull shader hardware threads dispatched.
L3 Lookup Accesses w/o IC L3
Lookup Accesses w/o IC : The total number of L3 cache lookup accesses w/o IC.
L3 Misses
The total number of L3 misses.
L3 Sampler Throughput
The total number of GPU memory bytes transferred between samplers and L3 caches.
L3 Shader Throughput
The total number of GPU memory bytes transferred between shaders and L3 caches w/o URB.
Pixels Failing Tests
The total number of pixels dropped on post-PS alpha, stencil, or depth tests.
PS AVG Active per Thread
The average number of cycles per hardware thread run in which pixel shaders were processed actively on the EUs.
PS AVG Stall per Thread
The average number of cycles per hardware thread run in which pixel shaders were stalled on the EUs.
PS Both FPU Active
The percentage of time in which pixel shaders were processed actively on the both FPUs.
PS EU Active
The percentage of time in which pixel shaders were processed actively on the EUs.
PS EU Stall
The percentage of time in which pixel shaders were stalled on the EUs.
PS FPU0 Pipe Active
The percentage of time in which EU FPU0 pipeline was actively processing a pixel shader instruction.
PS FPU1 Pipe Active
The percentage of time in which EU FPU1 pipeline was actively processing a pixel shader instruction.
PS Send Pipeline Active
The percentage of time in which EU send pipeline was actively processing a pixel shader instruction.
PS Threads Dispatched
The total number of pixel shader hardware threads dispatched.
Rasterized Pixels
The total number of rasterized pixels.
Sampler 0 Bottleneck
The percentage of time in which Sampler 0 has been slowing down the pipe when processing EU requests.
Sampler 0 Busy
The percentage of time in which Sampler 0 has been processing EU requests.
Sampler 1 Bottleneck
The percentage of time in which Sampler 1 has been slowing down the pipe when processing EU requests.
Sampler 1 Busy
The percentage of time in which Sampler 1 has been processing EU requests.
Sampler Cache Misses
The total number of sampler cache misses in all LODs in all sampler units.
Sampler Texels
The total number of texels seen on input (with 2x2 accuracy) in all sampler units.
Sampler Texels Misses
The total number of texels lookups (with 2x2 accuracy) that missed L1 sampler cache.
Samplers Bottleneck
The percentage of time in which samplers have been slowing down the pipe when processing EU requests.
Samplers Busy
The percentage of time in which samplers have been processing EU requests.
Samples Blended
The total number of blended samples or pixels written to all render targets.
Samples Killed in PS
The total number of samples or pixels dropped in pixel shaders.
Samples Written
The total number of samples or pixels written to all render targets.
Shader Atomic Memory Accesses
The total number of shader atomic memory accesses.
Shader Barrier Messages
The total number of shader barrier messages.
Shader Memory Accesses
The total number of shader memory accesses to L3.
SLM Bytes Read
The total number of GPU memory bytes read from shared local memory.
SLM Bytes Written
The total number of GPU memory bytes written into shared local memory.
VS AVG Active per Thread
The average number of cycles per hardware thread run in which vertex shaders were processed actively on the EUs.
VS AVG Stall per Thread
The average number of cycles per hardware thread run in which vertex shaders were stalled on the EUs.
VS EU Active
The percentage of time in which vertex shaders were processed actively on the EUs.
VS EU Stall
The percentage of time in which vertex shaders were stalled on the EUs.
VS FPU0 Pipe Active
The percentage of time in which EU FPU0 pipeline was actively processing a vertex shader instruction.
VS FPU1 Pipe Active
The percentage of time in which EU FPU1 pipeline was actively processing a vertex shader instruction.
VS Send Pipe Active
The percentage of time in which EU send pipeline was actively processing a vertex shader instruction.
VS Threads Dispatched
The total number of vertex shader hardware threads dispatched.

Product and Performance Information

1

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