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Highlights


GPU MeshMapper (V1.0)

GPU PerfStudio (V1.2)

Samples: CrossFire Detect (update)

Samples: PostTonemapResolve

The Compressonator (version 1.41)

GPU Shader Analyzer (V1.4)

RenderMonkey™
(version 1.81) (New)


ATI Compress (version 1.6)

AMD Tootle 2.0 (New)

AMD OpenGL ES 2.0 Emulator (V1.1) (New)

HLSL2GLSL (V0.9)

AMD at GDC 2007

ATI SDK


 
 
ATI Developer Tools - ATIPixPlugin
 

AMD GPU PerfStudio Version 1.2

What’s New in Version 1.2?

  • Client and server support for OpenGL on XP and Vista
  • What’s New in Version 1.1?

  • Client and server support for DirectX® 10/Vista/Radeon™ HD 2000 family
  • Automatic bottleneck detection
  • Cell formatting
  • Enhanced filtering
  • Separate render target and back buffer state overrides
  • Drag and drop for plots and bar charts
  • Selectable UI antialiasing
  • Flexible bar charts



  • Overview

    GPU PerfStudio is a real-time performance analysis tool which has been designed to help tune the graphics performance of your DirectX 9, DirectX 10, and OpenGL applications. GPU PerfStudio displays real-time API, driver and hardware data which can be visualized using extremely flexible plotting and bar chart mechanisms. The application being profiled maybe executed locally or remotely over the network. GPU PerfStudio allows the developer to override key rendering states in real-time for rapid bottleneck detection. An auto-analysis window can be used for identifying performance issues at various stages of the graphics pipeline. No special drivers or code modifications are needed to use GPU PerfStudio

    GPU PerfStudio

    Setup/Installation

    GPU PerfStudio requirements:
  • Windows XP SP2 / Vista (32 bit)
  • Radeon 9500 or better (for hardware data, server machine; CrossFire not supported)
  • CATALYST 7.12 (for hardware data, server machine)
  • Before installing GPU PerfStudio, uninstall all previous versions of GPU PerfStudio and PerfDash. GPU PerfStudio works best when run remotely. You must run the GPU PerfStudio installer on both machines – the “client” machine running the GPU PerfStudio application and the “server” (target) machine running the application to be profiled. If you select a custom install, you can install only the server or client on an individual machine.

    Counter Descriptions

    GPU PerfStudio provides statistics on every D3D call executed per frame in addition to the hardware and driver level counters described below. Real time graphs and bar charts can easily be created for all numeric data. Not all counters are available for all cards.

    Hardware Counter

    Description

    % Hardware Utilization

    Percent time GPU is busy

    % Vertex Wait for Pixel

    Percent time vertex processing is waiting for pixel processing to finish (can indicate slow pixel shaders)

    % Pixel Wait for Vertex

    Percent time pixel processing is waiting for vertex processing to finish

    Pre-clip Primitives

    Primitive count before clipping

    Post-clip Primitives

    Primitive count after clipping

    % Blended Pixels Percent of total pixels drawn with blending enabled

    ALU to Texture Instruction Ratio

    Ratio between pixel shader ALU and texture instructions

    % Pixels Passed Z-test

    Percent of pixels which passed the Z-test

    Overdraw

    Total number of pixels drawn divided by the Overdraw counter resolution. This counter can also be representative of the number of render targets in use.

    Texture Cache Miss Rate

    Texture cache miss rate in bytes per pixel

    Post HiZ Sample Count

    Number of samples after HyperZ

    Post TopZ Pixel Count

    Pixels after early Z culling has taken place

    Post Shader Pixel Count

    Pixels after shading and alpha test have taken place

    TopZ Reject Rate

    Rate of pixel rejection due to early Z test

     

    Driver Data Counter

    Description

    Framerate

    Frames per second

    LocalTextureMem

    Local Texture Memory used

    AGPTextureMem

    AGP texture memory used

    LocalVBIBMem

    Local Vertex buffers and index buffer memory used

    AGPVBIBMem

    AGP Vertex buffers and index buffers memory used

    TextureUpload

    Texture data uploaded

    VBIBUpload

    Vertex buffers and index buffers data uploaded

    PrimsPerRSChange

    Primitives rendered per render state change

    PrimsPerTSChange

    Primitives rendered per texture state change

    PrimsPerVSChange

    Primitives rendered per vertex shader change

    PrimsPerPSChange

    Primitives rendered per pixel shader change

    PrimsPerVSCChange

    Primitives rendered per vertex shade constant change

    PrimsPerPSCChange

    Primitives rendered per pixel shader constant change

    FlipStall

    Stalls on frame buffer flip

    VBStall

    Stalls on vertex buffer

    GeometryBufferAllocatedDefault

    GeometryBufferAllocatedImmutable

    GeometryBufferAllocatedDynamic

    GeometryBufferAllocatedStaging

    GeometryBufferAllocated

    Allocated memory for vertex and index buffers and stream output

    GeometryBufferUsedPercentage

    Percentage of allocated geometry buffer memory used

    ConstantBufferAllocatedDefault

    ConstantBufferAllocatedImmutable

    ConstantBufferAllocatedDynamic

    ConstantBufferAllocatedStaging

    ConstantBufferAllocated

    Allocated memory for constant buffers

    ConstantBufferUsedPercentage

    Percentage of allocated constant buffer memory used

    RenderTargetAllocatedDefault

    RenderTargetAllocatedImmutable

    RenderTargetAllocatedDynamic

    RenderTargetAllocatedStaging

    RenderTargetAllocated

    Allocated memory for render targets

    RenderTargetUsedPercentage

    Percentage of allocated render target memory used

    TextureDepthStencilShaderAllocatedDefault

    TextureDepthStencilShaderAllocatedImmutable

    TextureDepthStencilShaderAllocatedDynamic

    TextureDepthStencilShaderAllocatedStaging

    TextureDepthStencilShaderAllocated

    Allocated memory for ShaderResources, DepthStencil buffers and Textures

    TextureDepthStencilShaderUsedPercentage

    Percentage of allocated TextureDepthStencilShader memory used

    PrimsPerDepthStencilStateChange

    Primitives rendered per depth stencil state change

    PrimsPerBlendStateChange

    Primitives rendered per blend state change

    PrimsPerGeometryShaderChange

    Primitives rendered per geometry shader change

    PrimsPerPSSamplerStateChange

    Primitives rendered per pixel shader sampler state change

    PrimsPerVSSamplerStateChange

    Primitives rendered per vertex shader sampler state change

    PrimsPerGSSamplerStateChange

    Primitives rendered per geometry shader sampler state change

     

    State Overrides

    Override

    Description/Possible Bottleneck

    Force 2x2 Textures

    Is texture bandwidth (large textures) affecting performance?

    Force Disable Texture Filtering

    Are expensive texture filtering modes affecting performance?

    Force 1x1 Scissor Region

    Identifies vertex processing bottlenecks (by removing most pixel processing)

    Force Simple Pixel Shaders

    Identifies expensive pixel shaders

    Force Skip Draw*Prim Calls

    Identifies non-GPU bottlenecks (by removing most 3D graphics work)

    Force Z Test Enable Identifies z-order performance issues

    Force Z Write Enable

    Identifies z-order performance issues

    Force Alpha Blend Enable

    Identifies alpha-blending performance issues

    Force Alpha Test Enable

    Can identify problems related to early Z test

    Force Cull Mode Can show culling efficiency
    Force Fill Mode Used for debugging and identifying vertex density

     

    GPU PerfStudio Vista Screenshots


    Important notes:

  • DX9 applications on Vista are only supported in API mode; no hardware data or driver data is available
  • Applications to be profiled cannot be started with batch files or “launcher” applications (an exe which starts another exe). You can use shortcuts (links) for command line arguments.
  • Catalyst 7.10 or later is not supported for DX9 applications on systems running XP with HD 2000 and HD 3000 family graphics cards; instead use Catalyst 7.9:
    http://ati.amd.com/support/drivers/xp/previous/radeon/radeonxip-cat79-xp.html

  • Download

    GPU PerfStudio 1.2 installer: GPUPerfStudio-v1.2.msi
    GPU PerfStudio 1.2 release notes: GPUPerfStudio-ReleaseNotes.txt
    GPU PerfStudio 1.2 documentation: GPUPerfStudioHelp.pdf

    Contact Us

    Please send any feedback, questions or suggestions to gputools.support@amd.com.

     

     
     


     



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