Understanding Timing Data in PVRTune

Timing data can be made visible on a graph by choosing the Render Timing Data option from the action menu displayed when right-clicking the graph (see Change the Graph Rendering Options). This is enabled by default.

The images in this section show examples of captured timing data. The timing data is arranged on several timelines, each with its own label.

  • The Tiler timeline represents the Tile Accelerator (TA) core time. This is a measure of the time stpent in tiling/culling the frame and running vertex shaders.

  • The Renderer timeline represents Render time. This is a measure of how much time is spend fetching textures processing fragment shaders, and other fragment processing tasks.

These timelines represent the two main stages in the Tile-Based Deferred Rendering process.

Note: In addition to the Tiler and Renderer timelines, there can also be others depending on the hardware being profiled. A summary of hardware-specific terms is provided in Hardware Terms.

Each block displayed in the representation of the timing data corresponds to a given task or activity within a frame and is colour coded to make the frame, process ID, and work target easily identifiable. In addition to Tiler and Renderer timing data, there may also be other sets of data for transfer tasks, 2D core time (for chips with dedicated 2D cores), compute time (for PowerVR Series6 onwards), and custom timing data sent using PVRScope.

Voew Details of Timing Data

A wide range of information can be gained from the timing data by holding the mouse pointer over a task in the timeline. The information displayed this way shows the:

  • process ID;

  • frame number;

  • total number of tasks on each timelien (such as Tiler and Renderer) that can be attributed to the same frame;

  • time spent on each task;

  • time spent processing a set of tasks;

  • total time spent processing the frame.

Selecting a task shows more details in the Properties window.