`Triangles In`

Number of triangles submitted to the tiling hardware.

`Triangles Input per Draw`

Average number of triangles input to the tiling hardware per draw.

`Triangles Out`

Number of triangles output after back-face, off-screen and sub-pixel culling.

`Triangle Ratio`

Ratio of the number of triangles output over input, note that while culling removes triangles reducing the ratio, clipping may increase the ratio.

`Vertex Sharing`

Percentage average of the number of transformed vertices being shared across primitives, a higher value indicates more efficient vertex sharing, resulting in more efficient cache utilisation.

`Tiles per Triangle`

Average number of tiles a triangle touches, this indicates how many tiles need to be processed per primitive. A large value may increase the amount of work required during rasterization.

`Geometry Load`

Percentage of time the tile binning hardware spent processing primitives.

`HSR Efficiency`

Percentage of pixels submitted to the Hidden Surface Removal hardware compared to the pixels that were actually shaded. For example a value of 50% means that half of the pixels were rejected before fragment processing, saving valuable processing resources.

`Overdraw`

Percentage of on-screen pixels that were drawn more than once. For example a value of 0% means that every on-screen pixel was shaded exactly once, while a value of 100% means that every on-screen pixel was shaded exactly twice.

`ISP Pixel Load`

Percentage of time the rasterization hardware spent processing pixels.

`Z/Stencil Load/Store`

Percentage of time the rasterization hardware spent loading and storing the Z/Stencil buffer.

`ISP Throughput`

Percentage of tiles that the rasterization hardware is processing concurrently during a 3D workload, a higher value implies better rasterization HW utilisation. A low value could be the result of the renderpass requiring more memory per pixel due to MRT/PLS setup.

`Pixels Out`

Number of pixels written by the GPU to main memory.

`PBE Load`

Percentage of time the pixel back-end spent processing pixels. A high value indicates the application is using high resolution render surface(s).

`Vertex Shader Load`

Percentage average of the time spent processing vertex shaders.

`Fragment Shader Load`

Percentage average of the time spent processing fragment shaders.

`Compute Shader Load`

Percentage average of the time spent processing compute shaders.

`Shaded Vertices`

Number of vertices shaded by the shader core.

`Shaded Fragments`

Number of fragments shaded by the shader core.

`Processed Kernels`

Number of compute kernels processed by the shader core.

`Cycles per Vertex`

Average number of cycles the shader core spent processing vertices.

`Cycles per Pixel`

Average number of cycles the shader core spent processing pixels.

`Cycles per Kernel`

Average number of cycles the shader core spent processing compute kernels.

`Register Overload`

Percentage of time the shader core was stalled due to temporary register pressure.

`Texturing Unit Active`

Percentage of time the texturing unit spent processing texture requests.

`Texturing Unit Overload`

Percentage of time the shader core was stalled waiting for a texture request.

`Memory Interface Load`

Percentage utilisation of the interface between the GPU and main memory.

`GPU Clock Speed`

Current GPU clock in Hz. This may change during a profiling session due to DVFS etc.