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Simplify PowerVR counters validation
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Fixes validation for Nokia 31
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olehkuznetsov committed Oct 21, 2024
1 parent 21a43a7 commit eb52b61
Showing 1 changed file with 0 additions and 51 deletions.
51 changes: 0 additions & 51 deletions gapis/trace/android/powervr/validate.go
Original file line number Diff line number Diff line change
Expand Up @@ -27,62 +27,11 @@ import (
var (
// Counters available on GPUs based on the PowerVR Rogue architecture.
rogueCounters = []validate.GpuCounter{
{0, "Triangles In", counterCheckerHaveNonZero()},
{1, "Triangles In per Draw", counterCheckerHaveNonZero()},
{2, "Triangles Out", counterCheckerHaveNonZero()},
{3, "Triangle Ratio", counterCheckerHaveNonZero()},
{4, "Vertex Sharing", counterCheckerHaveNonZero()},
{5, "Tiles per Triangle", counterCheckerHaveNonZero()},
{6, "Geometry Load", counterCheckerHaveNonZero()},
{7, "HSR Efficiency", counterCheckerNonNegative()},
{8, "Overdraw", counterCheckerNonNegative()},
{9, "ISP Pixel Load", counterCheckerHaveNonZero()},
{10, "Z Load/Store", counterCheckerNonNegative()},
{11, "ISP Throughput", counterCheckerHaveNonZero()},
{12, "Pixels Out", counterCheckerHaveNonZero()},
{13, "PBE Load", counterCheckerHaveNonZero()},
{14, "Vertex Shader Load", counterCheckerHaveNonZero()},
{15, "Fragment Shader Load", counterCheckerHaveNonZero()},
{16, "Compute Shader Load", counterCheckerNonNegative()},
{17, "Shaded Vertices", counterCheckerHaveNonZero()},
{18, "Shaded Fragments", counterCheckerHaveNonZero()},
{19, "Processed Kernels", counterCheckerNonNegative()},
{20, "Cycles per Vertex", counterCheckerHaveNonZero()},
{21, "Cycles per Fragment", counterCheckerHaveNonZero()},
{22, "Cycles per Kernel", counterCheckerNonNegative()},
{23, "Register Overload", counterCheckerNonNegative()},
{24, "Texture Unit Active", counterCheckerNonNegative()},
{25, "Texture Unit Overload", counterCheckerNonNegative()},
{26, "GPU Memory Interface Load", counterCheckerHaveNonZero()},
{27, "GPU Clock Speed", counterCheckerHaveNonZero()},
}

// Counters available on GPUs based on the PowerVR Series A/B/C & Furian architectures.
seriesCounters = []validate.GpuCounter{
{0, "Triangles In", counterCheckerHaveNonZero()},
{1, "Triangles Out", counterCheckerHaveNonZero()},
{2, "Triangle Ratio", counterCheckerHaveNonZero()},
{3, "Vertex Sharing", counterCheckerHaveNonZero()},
{4, "HSR Efficiency", counterCheckerNonNegative()},
{5, "ISP Pixel Load", counterCheckerHaveNonZero()},
{6, "ISP Throughput", counterCheckerHaveNonZero()},
{7, "Vertex Shader Load", counterCheckerHaveNonZero()},
{8, "Fragment Shader Load", counterCheckerHaveNonZero()},
{9, "Compute Shader Load", counterCheckerNonNegative()},
{10, "Shaded Vertices", counterCheckerHaveNonZero()},
{11, "Shaded Fragments", counterCheckerHaveNonZero()},
{12, "Processed Kernels", counterCheckerNonNegative()},
{13, "Cycles per Vertex", counterCheckerHaveNonZero()},
{14, "Cycles per Fragment", counterCheckerHaveNonZero()},
{15, "Cycles per Kernel", counterCheckerNonNegative()},
{16, "Register Overload: Vertex", counterCheckerNonNegative()},
{17, "Register Overload: Fragment", counterCheckerNonNegative()},
{18, "Register Overload: Compute", counterCheckerNonNegative()},
{19, "Texture Unit Active", counterCheckerNonNegative()},
{20, "Texture Samples per Fragment", counterCheckerNonNegative()},
{21, "Cycles per Texture Sample", counterCheckerNonNegative()},
{22, "Texture Read Stall", counterCheckerNonNegative()},
{23, "GPU Memory Interface Load", counterCheckerHaveNonZero()},
{24, "GPU Clock Speed", counterCheckerHaveNonZero()},
}
)
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