3.4.5. Specific problems areas to look at

The following are typical problems areas:

Pixel Processor bound problems:
  • high texture cache miss rate

  • overdraw.

Pixel Shader bound problems:
  • shader instruction high cache miss rate

  • shader too slow

  • too many branches.

Geometry Processor bound problems:
  • high shader time

  • high PLBU time

    Note

    It is unusual for the geometry processor to be the bottleneck in real applications.

CPU bound problems:
  • too many draw calls.

  • too many state changes

  • slow application logic.

    Note

    CPU profilers such as OProfile can often distinguish between application and driver overhead.

API problems:
  • pipeline stalls

  • driver too busy.

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