Search Intel® Graphics Performance Analyzers for Windows* Host Legal Information What's New Supported Platforms and Applications Getting Help and Support Using Secured/Unsecured Ports Analyzing Microsoft DirectX* ApplicationsBest Practices System Analysis Frame Analysis Platform Analysis Choosing Local and Network Usage Modes Starting Application AnalysisLaunching an Application Manually Starting Application Analysis Automatically Configuring Analysis SettingsConfiguring Metrics to Be Collected Setting up Tracing Options Setting up a Trigger Customizing HUD Keyboard Shortcuts Modifying Render States of the Graphics PipelineDisable all Overrides, Null Hardware and Disable Draw Calls Show Wireframe 2x2 Texture Simple Pixel Shader 1x1 Scissor Rect Disable Texture Filtering Disable Z-Test, Disable Z-Write Cull None, Cull Clockwise, Cull Counter-Clockwise Disable Alpha Blending Disable Alpha Test Overdraw Visualization Capturing Performance Data in Real TimePausing and Resuming a Running Application Finding a Specific Frame/Trace in the Application Analyzing Metrics Data Exporting Metrics Data Creating Frame and Trace Capture Files Automating Frame Capture with Intel GPA SDK Profiling DirectX* FramesProfiling DirectX* 9/10 FramesConfiguring the Visualization Pane Measuring GPU Time Discovering Expensive Ergs Using Hotspot Mode Analyzing Frame Duration Running Experiments Identifying Graphics Elements with Complex Geometry Modifying DirectX* State Modifying Shader Code Analyzing Texture Bandwidth Minimizing Overdraw Viewing API Parameters and Statistics Exporting Captured Frame DataExporting Performance Data for the Selected Ergs Saving the Pixel History Image Saving the Texture Image Saving the Render Target Image Exporting Geometry Profiling DirectX* 11/12 FramesFinding Performance Bottlenecks in a Frame Experimenting with Render States Analyzing Application Textures Optimizing States Optimizing Shaders Minimizing Overdraw Visualizing Color Distribution within the Frame Identifying Graphics Elements with Complex Geometry Opening Trace Files for Platform Analysis Optimizing Graphics-Rich Web Content Viewing System Information Troubleshooting Analyzing OpenGL/OpenGL ES* ApplicationsSystem Analysis Frame Analysis Platform Analysis Configuring Host and Target SystemsSetting up Android* Debug Bridge USB Connection Connecting System Analyzer to Android* Device Preparing OpenGL ES* Applications for Profiling Configuring Tracing Options Selecting an Application for Analysis with System Analyzer Profiling Android* Applications over Wi-Fi Connecting a Remote Ubuntu* Target System Capturing Performance Data in Real TimeAnalyzing Metrics Data Exporting Metrics Data Adding Custom Metrics Simulating Application Performance with Different CPU Frequency Capturing Frame and Trace Files Isolating Graphics Bottlenecks through Modifying Render StatesDisable all, Null Hardware, and Disable Draw Calls 1x1 Scissor Rect Disable Alpha Blending Disable Alpha Test Disable Z-Test Show Wireframe Texture 2x2 Simple Fragment Shader Pixel Overdraw Rasterization Discard Profiling Frames with Graphics Frame AnalyzerIdentifying Unsupported API Extensions Opening Frame Capture with Graphics Frame Analyzer for OpenGL* Locating API Errors in the Frame Finding Performance Bottlenecks in the Frame Experimenting with Render States Identifying Graphics Elements with Complex Geometry Optimizing States and Shaders Analyzing Application Textures Visualizing Color Distribution within the Frame Minimizing Overdraw Opening Android* Trace Data for Platform Analysis Automating Metrics Collection for Android* Applications from the Command LineGetting the List of Target Applications Getting the List of Available Android* Metrics Collecting Android* Metrics from the Command Line Capturing a Frame from the Command Line Command Line Interface Referenceandroid_metrics adb_path addr app_list app_name capturetype collect_delay collect_time config csv device_name framenumber help timeout wait_app Instrumentation and Tracing Technology APIsInstrumenting Your Application Compiling and Linking with ITT APIs Minimizing ITT API Overhead Domain API String Handle API Thread Naming API Task API Frame API Event API Performance Metrics ReferenceWindows* MetricsCPU MetricsAggregated CPU Load Application Time CPU n Load CPU n Frequency Target App CPU Load DirectX* MetricsBuffer Creations Buffer Maps Clears Color Fills Draw Calls Frames per Second Frame Number Frame Time IB Creations IB Lock Time IB Locks Locks Lock Time Maps Resource Copies Resource Creations RT Changes RT Clears RT Data Gets Shader Creations State Block Applies State Block Captures State Changes Stretch Rects Surface Creations Surface Lock Time Surface Locks Surface Updates Subresource Copies Subresource Update Texture1D Maps Texture2D Maps Texture3D Maps Texture Creations VB Creations VB Lock Time VB Locks Volume Lock Time Volume Locks Z/Stencil Clears Memory Read Rate Memory Write Rate Memory R/W Rate GPU MetricsMain MetricsGPU Duration GPU Frequency Avg GPU Core Frequency, MHz GPU Clocks GPU Busy HUD Overhead Time Non-Culled Polygons PS Threads RT Sub-Span Writes Sampler Active Texels Sampled Z-Buffer R/W GTI MetricsGTI Write Throughput GTI Read Throughput SQ is Full % LLC MetricsDRAM LLC Throughput, bytes LLC GPU Accesses, messages LLC GPU Throughput, bytes LLC GPU Hits, messages EU Array MetricsEU Idle % EU Active % EU Stall % EU AVG IPC Rate, Number GPU EUs Busy EUs Stalled on DAP EUs Stalled on Math EUs Stalled on Samp. Vertex Shader MetricsVS Duration VS EU Active % VS EU Stall % VS Invocations VS Send Pipe Active % VS FPU0 Pipe Active % VS FPU1 Pipe Active % Hull Shader MetricsHS Duration HS EU Active % HS EU Stall % HS Invocations Domain Shader MetricsDS Duration DS EU Active % DS EU Stall % DS Invocations Geometry Shader MetricsGS Duration GS EU Active % GS EU Stall % GS Invocations Post-GS Primitives Pixel Shader MetricsPS Duration PS EU Active % PS EU Stall % PS Invocations PS Send Pipeline Active % PS FPU0 Pipe Active % PS FPU1 Pipe Active % Pipes MetricsEU FPU0 Pipe Active % EU FPU1 Pipe Active % EU Both FPU Pipes Active % EU Send Pipe Active % Compute Shader MetricsCS Duration CS EU Active % CS EU Stall % CS Invocations Sampler MetricsSampler Busy % Sampler Texels, texels Sampler Cache Misses, messages Sampler Bottleneck % Sampler Stalled 3D Pipe MetricsRasterizer MetricsHi-Depth Test MetricsEarly Hi-Depth Test Fails, pixels Early Depth Test MetricsEarly Depth Test Fails, pixels Clipper Invocations Post-Clip Primitives Pixel Shader MetricsSamples Killed in PS, pixels Vertex Fetch MetricsPrimitive Count Vertex Count Output Merger MetricsSamples Blended, pixels Samples Written Alpha Test Fails Pixels Rendered Media MetricsEU Engine Usage GHAL3D GPU Overall Usage MFX Decode Usage MFX Encode Usage MFX Engine Usage OpenCL/MDF Usage VPP DXVA1 VPP DXVA2 VPP DXVAHD Power MetricsCPU Power GPU Power Package Power Package Power/TDP Android* MetricsGPU Metrics for Devices Based on Intel® Processor Codenamed Bay TrailInput Assembler MetricsPrimitive Count Vertex Count Vertex Shader MetricsVS Invocations VS EU Active VS EU Stall Rasterizer MetricsClipper Invocations Post-Clip Primitives Early Z Passed Early Z Failed Fragment Shader MetricsFS Invocations FS EU Active FS EU Stall Samples Killed in FS GPU MetricsGPU Duration GPU Clocks GPU Busy Core Frequency GPU Time Elapsed Execution Units MetricsEU Active EU Stall Output-Merger MetricsBlended Fragments Samples Written Alpha Test Fails Memory MetricsGPU Memory Reads GPU Memory Writes Tesselation Control Shader MetricsTCS EU Active TCS EU Stall Tesselation Evaluation Shader MetricsTES EU Active TES EU Stall Geometry Shader MetricsGS EU Active GS EU Stall Compute Shader MetricsCS EU Active CS EU Stall GPU Metrics for Intel Atom® Based DevicesGPU Frequency TA Load PB Primitives/Second PB Vertices/Second PB Vertices/Primitive ISP Load TSP Load Texture Unit Load USC Active USC Fragment Active USC Stalled USC Vertex Active USSE Vertex Load USSE Pixel Load USSE Total Load USSE Vertices/Second USSE Cycles/Vertex USSE Cycles/Pixel USSE Stall Load GPU Metrics for Cherry TrailAVG GPU Core Frequency GPU Frequency GPU Busy GPU Core Clocks GPU Duration 3D Pipe MetricsInput Assembler MetricsInput Primitives Input Vertices Tesselation Control Shader MetricsTCS Invocations Tesselation Evaluation Shader MetricsTES Invocations Vertex Shader MetricsVS per Vertex Invocations Geometry Shader MetricsGS per Triangle Invocations Post-GS Primitives Clipper MetricsClipper Invocations Clipper Primitives Rasterizer MetricsHi-Depth Test MetricsEarly Hi-Depth Test Fails Early Depth Test MetricsEarly Depth Test Fails Fragment Shader MetricsFS Invocations Samples Killed in FS Output Merger MetricsSamples Blended Samples Written Compute Shader MetricsCS Invocations GTI MetricsGTI Read Throughput GTI Write Throughput EU Array MetricsEU Active EU Stall Vertex Shader MetricsVS EU Active VS EU Stall VS FPU0 Pipe Active VS FPU1 Pipe Active VS Send Pipe Active Fragment Shader MetricsFS EU Active FS EU Stall FS FPU0 Pipe Active FS FPU1 Pipe Active FS Send Pipeline Active Pipes MetricsEU Both FPU Pipes Active Sampler MetricsSamplers Bottleneck Samplers Busy Sampler Input MetricsSampler Texels Execution Units MetricsEU Idle OpenGL ES* API MetricsBuffer Creations Draw Calls Indexed Draw Calls Vertex Count Indexed Vertex Count FPS Frame Time Frame Number RT Clears UseProgram Calls Error Gets State MetricsTotal State Changes BindBuffer Calls BindTexture Calls RT Changes Memory MetricsApp Resident Memory Available Memory Power MetricsBattery Voltage Current Charging Current Discharging Power Charging Power Discharging Device I/O MetricsDisk Read Disk Write Network RX Network TX CPU MetricsAggregated CPU Load CPU n Load CPU n Frequency Target App CPU Load User Interface ReferenceGraphics MonitorContext Menu Graphics Monitor Launcher Screen Control Panel Tab: Desktop Applications Tab: Universal Windows Applications Screen: Options System Analyzer HUDPane: Messages Pane: Metrics Charts Pane: Summary Default Keyboard-Shortcut Assignments System AnalyzerDialog Box: ConnectionDialog Box: Connection (Windows* OS Workloads) Dialog Box: Connection (Android* Workloads) Dialog Box: Settings Pane: Control Pane: Frame per Second Pane: Keyboard-Shortcuts Pane: Metrics ChartPane: Metrics Chart (Windows* OS Workloads) Pane: Metrics Chart (Android* OS Workloads) Pane: Metrics Control Pane: NotificationPane: Notification (Windows* OS Workloads) Pane: Notification (Android* Workloads) Pane: Platform Settings Pane: State Overrides Control Window: Application List Window: System AnalyzerWindow: System Analyzer (Windows* OS Workloads) Window: System Analyzer (Android* Workloads) Graphics Frame AnalyzerWindow: Open Frame Capture Window: Create Frame Capture (OpenGL ES* Workloads) Window: Profiling ViewWindow: Profiling View (DirectX* 11,12 and OpenGL Workloads)Panel: Information Pane: Visualization Pane: API Log Pane: Resources Pane: Metrics Pane: Experiments Window: Profiling View (DirectX 9/10 Workloads)Dialog Box: System Information Menu: Edit Menu: File Menu: Help Menu: View Pane: Ergs Information Pane: Render Target Viewer Pane: Scene Overview Pane: Visualization Tab: API Log Tab: Details Tab: Experiments Tab: Frame Overview Tab: Geometry Tab: Pixel History Tab: Shader Constants Tab: Shaders Tab: State Tab: StretchRect Tab: Texture Toolbar: Visualization Settings Trace AnalyzerDialog Box: Collection Settings Window: Trace Analyzer Window: Google Trace View Window: Platform ViewWindow: Platform View (Windows* OS Workloads) Window: Platform View (Android* Workloads) Managing Platform Analysis View LLC Metrics This section lists the LLC metrics available with Intel® GPA: DRAM LLC Throughput, bytes LLC GPU Accesses, messages LLC GPU Throughput, bytes LLC GPU Hits, messages For more complete information about compiler optimizations, see our Optimization Notice. 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