Texture Overload

What does this counter show?

This counter shows when texture overload events have occurred. Each event indicates that a Texture sample request queue is full, i.e. shader processing units are submitting requests faster than the Texturing Unit can process them.

What does a high value mean?

When a texture overload event occurs, the Shader Processor has to de-schedule any tasks that have not been able to submit work to the Texturing Unit queue. The Shader Processor will then try to schedule ready tasks from Available Slots into Active Slots. If there are no ready tasks to schedule (i.e. all Available Slots are waiting to resolve data dependencies), the Shader Processor will not be able to fill the vacant Active Slots. This will result in reduced Active Slot occupancy.

When the load is high, you should refer to the following counters for more information about the bottleneck:

  • Active Slot Occupancy (%): A low value indicates that the Texturing Unit blocked queue has caused a reduction of in-flight Shader Processor tasks. The lower the number of in-flight tasks (Active Slots), the less opportunity the Shader Processor has to hide latency caused by data dependencies.