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

Graphics Frame Analyzer for Metal*

Use
Graphics Frame Analyzer for Metal*
to profile Metal applications.
To access Graphics Frame Analyzer for Metal*, do the following:
  1. Open Graphics Monitor.
  2. Choose the Metal API by clicking the
    Metal
    button.
  3. Choose the desired Application Startup Mode.
  4. Click
    Start
    .
  5. Press
    F12
    .
Enables you to reset the Window layout, change the color scheme and front size, modify the HUD metrics, and to export frame data.
Displays the time-based sequence of captured ergs in a graphical format, based on GPU metrics.
Displays the list of all graphics API calls used in the frame in the GPU execution order and parameters of each function.
Displays all resources used by the selected graphics API calls.
Displays metrics information for the selected graphics API calls, suggests optimization opportunities, and enables experiments.
Displays the rendering progress call by call overlaid on the top of the Graphics Frame Analyzer for Metal* interface.
 
Control Panel
Control Panel features the
File
and the
Edit
drop-down menus.
Use the
File
drop-down menu to do the following:
  • Reset window layout
  • Show ImGui metrics window
  • Export GPU-order API log
  • Export CPU-order API log
  • Export metrics pane to CSV
  • Export API log with metrics
Use the
Edit
drop-down menu to do the following:
  • Configure runtime HUD options. To add a metric to the HUD, enable the corresponding metric check box. To filter metrics, type the required metric name into the
    Filter
    search field.
NOTE
Only one metric group can be enabled at a time.
  • Set the light or dark view color scheme
  • Set the front size
Visualization Pane
The
Visualization
pane features the
Visualization Settings
toolbar and the
Bar Chart
.
Use the
Visualization Settings
toolbar to configure the
Bar Chart
view:
  • Y-Axis
    drop-down button - enables you to choose from the available metrics to set as the Y axis and to visualize specific aspects of performance in the frame.
  • Clamp Y-Axis
    check box- changes the vertical scalling of the Bar Chart by increasing or decreasing the relative height of the bars. By default, all bars are displayed in relation to the tallest bar.
  • Frame Name
    field - shows the name of the frame being profiled.
The
Bar Chart
enables you to review individual ergs or groups of ergs and their contribution to the overall frame time.
An erg is any graphics API function that produces a GPU activity, such as "draw" calls or "clear" calls. Once you pause the launched application, ergs are visualized as vertical bars.
Ergs are shown in the GPU execution order starting from the left. By default, the height of an erg bar indicates the duration of the erg execution on the GPU. GPU time is measured in microseconds.
API Log Pane
Use the
API Log
tab to review the following frame data:
  • List of all functions, in the GPU execution order
  • Parameters passed to each function
To display all functions used in the frame, enable the
Show All API Calls
check box.
NOTE
By default, the API Log pane shows only graphics API functions that produce any GPU activity, such as draw calls or clear calls. These graphics API functions are also called "ergs".
When you select an erg in the Bar Chart, Graphics Frame Analyzer for Metal* highlights the corresponding function in the
API Log
pane. For easier navigation, Graphics Frame Analyzer for Metal* highlights the selected functions.
NOTE
When you select a function in the list, Graphics Frame Analyzer for Metal* updates all other panes in Graphics Frame Analyzer for Metal* to reflect the state of the frame for the function call.
Click
Show Filters
to search for a specific call type or apply the following predefined filters:
  • Show All API Calls
  • Show Render Command Encoders
  • Show Compute Command Encoders
  • Show Blit Command Encoders
  • Show Parallel Render Command Encoders
Resources Pane
Resources pane consists of the following items:
  • Resource List
    - displays all resources used by the selected graphics API functions.
  • Resource Viewer
    - displays details about the resource selected in the Resource List.

Resource List

All resources are grouped by
Input
,
Execution
, and
Output
stages.
In the
Resource List
, you can select the following resources:
  • Geometry
  • Textures
  • Shaders
  • Data buffers
  • Graphics/Compute Pipeline States
  • Samplers
To view details about any resource, click the corresponding resource thumbnail in the
Resource List
.

Resource Viewer

Resource Viewer
displays the resource details selected in
Resource List
, and its layout depends on the resource type and original size.
TIP
To expand the
Resource Viewer
panel, drag its borders. To hide the side panels, double-click the
Resource Viewer
borders.
Metrics Pane
In the
Metrics
pane, you can analyze metrics information for the selected ergs. If nothing is selected, Graphics Frame Analyzer for Metal* displays the total values for the entire frame.
To switch between different views, click the corresponding tab on the Metrics pane:
  • Metrics
    tab
    - lists all metrics and their values. To filter metrics, type the desired metric name into the
    Filter
    search field.
  • Metrics Analysis
    tab -  shows the pipeline view of hardware bottlenecks.
  • Experiments
    tab - enables you to apply experiments to the selected ergs. All the applied experiments and the corresponding ergs are listed in the table below the experiments list.
In the
Experiments
tab, you can apply the following experiments:
  • Disable Erg
    :
    Keeps the selected ergs from being rendered. This experiment can help you test scene efficiency.
  • Simple Pixel Shader
    : Replaces every pixel shader with a pixel shader that returns a solid color for all render targets.
  • 2x2 for All Textures
    :
    Replaces all bound textures with a simple 2x2 texture for all selected ergs.
  • 2x2 for Selected Texture
    : Replaces the selected texture with a simple 2x2 texture only for the erg, to which the texture is bound.
The 2x2 texture colors are red, green, blue, and black.
The 2x2 Texture experiments results can be viewed in Resource Viewer and in the Frame Scrubber mode.
  • Wireframe Selected Ergs
    : Enables wireframe for the selected ergs.
  • Highlight Selected Ergs
    : Highlights the output of the selected ergs.
Frame Scrubber Bar
Frame Scrubber bar shows the rendering progress overlaid on the top of the Graphics Frame Analyzer for Metal* interface. The Interface transparency can be changed with the
Alpha
slider. The transparency ranges from 0.00 to 1.00, where 0.00 is fully transparent, and 1.00 if fully opaque.

Product and Performance Information

1

Intel's compilers may or may not optimize to the same degree for non-Intel microprocessors for optimizations that are not unique to Intel microprocessors. These optimizations include SSE2, SSE3, and SSSE3 instruction sets and other optimizations. Intel does not guarantee the availability, functionality, or effectiveness of any optimization on microprocessors not manufactured by Intel. Microprocessor-dependent optimizations in this product are intended for use with Intel microprocessors. Certain optimizations not specific to Intel microarchitecture are reserved for Intel microprocessors. Please refer to the applicable product User and Reference Guides for more information regarding the specific instruction sets covered by this notice.

Notice revision #20110804