Table of Contents#
- PVRTune Reference
- Introduction to the PVRTune Manual
- PVRPerfServer
- PVRTune GUI
- PVRTune GUI
- Menu Bar in PVRTune
- Timeline Area in PVRTune
- Counter Table Window in PVRTune
- Counter Properties Window in PVRTune
- Find Window in PVRTune
- Render State Override Window in PVRTune
- Monitor Window in PVRTune
- Remote Editor Window in PVRTune
- Process ID (PID) Window in PVRTune
- Timelines Window in PVRTune
- Logcat Window
- Command-Line Arguments for the PVRTune GUI
- Application Analysis
- PVRTuneComplete Features
- Additional Features of PVRTuneComplete
- PVRTuneComplete GUI
- Timing Data in PVRTuneComplete
- PVRPerfServer Details Window in PVRTuneComplete
- Resource Viewer
- Shader Analysis
- Custom Counter Groups in PVRTuneComplete
- HW Counter Source Editor Dialog
- Exporting Data in PVRTuneComplete
- Captured API Calls
- Custom BVNC Definition
- Counters
- Counter List
- 2D Active
- 2D Time Per Frame
- Active Slot Occupancy
- Available Slot Occupancy
- Compute Active
- Compute Time Per Frame
- CPU Load
- CPU Load Kernel
- CPU Load User
- Cycles Per Pixel
- Cycles Per Vertex
- FBA Load
- Frames Per Second (FPS)
- Frame Time
- GPU Clock Speed
- GPU Memory Interface Load
- GPU Memory Read Rate (Bytes per Second)
- GPU Memory Total Rate (Bytes per Second)
- GPU Memory Write Rate (Bytes per Second)
- HSR Efficiency
- ISP Overload
- ISP Pixel Load
- Output Pixels Per Frame
- Output Pixels Per Second
- Overdraw
- Processing Load: Compute
- Processing Load: Pixel
- Processing Load: Ray-Vertex
- Processing Load: Vertex
- Register Overload
- Renderer Active
- Renderer Time Per Frame
- RTU Task Time Per Frame
- Shaded Pixels Per Frame
- Shaded Pixels Per Second
- Shaded Vertices Per Frame
- Shaded Vertices Per Second
- Shader Processing Load
- SHG Triangles Per Second
- Slot Occupancy
- SPM active
- System Memory Load
- System Memory Total
- System Memory Use
- Texture Overload
- Texturing Load
- Tiler Active
- Tiler Time Per Frame
- Tiles Per Triangle
- Triangle Ratio
- Triangles Culled
- Triangles Input Per Frame
- Triangles Input Per Second
- Triangles Output Per Frame
- Triangles Output Per Second
- Triangles Per Draw
- Vertices Per Triangle
- Z Load Store
- Additional PVRTrace Counters
- Hardware Terms: Quick Reference