Performance Counters

The performance counters exposed through GPU Performance API are organized into groups to help provide clarity and organization to all the available data. Below is a collective list of counters from all the supported hardware generations. Some of the counters may not be available depending on the hardware being profiled. To view which GPUs belong to which hardware generations, the best reference is the gs_cardInfo array in the common-src-DeviceInfo repository on GitHub. You can see how the various cards map to hardware generations by looking at the GDT_HW_GENERATION enum

For Graphics workloads, it is recommended that you initially profile with counters from the Timing group to determine whether the profiled calls are worth optimizing (based on GPUTime value), and which parts of the pipeline are performing the most work. Note that because the GPU is highly parallelized, various parts of the pipeline can be active at the same time; thus, the “Busy” counters probably will sum over 100 percent. After identifying one or more stages to investigate further, enable the corresponding counter groups for more information on the stage and whether or not potential optimizations exist.

Pipeline-Based Counter Groups

On Vega, RDNA, RDNA2, and RDNA3 hardware, certain use cases allow the driver to make optimizations by combining two shader stages together. For example, in a Vertex + Geometry + Pixel Shader pipeline (VS-GS-PS), the Vertex and Geometry Shaders get combined and GPUPerfAPI exposes them in the “VertexGeometry” group (counters with the “VsGs” prefix). In pipelines that use tessellation, the Vertex and Hull Shaders are combined and exposed as the “PreTessellation” group (with “PreTess” prefix), and the Domain and Geometry Shaders (if GS is used) are combined into the the “PostTessellation” group (with “PostTess” prefix). Pixel Shaders and Compute Shaders are always exposed as their respective types. The table below may help to visualize the mapping between the API-level shaders (across the top), and which prefixes to look for in the GPUPerfAPI counters.

Pipeline Vertex Hull Domain Geometry Pixel Compute
VS-PS VsGs       PS  
VS-GS-PS VsGs     VsGs PS  
VS-HS-DS-PS PreTess PreTess PostTess PostTess PS  
VS-HS-DS-GS-PS PreTess PreTess PostTess PostTess PS  
CS           CS

A Note About Third-Party Applications

Several third-party applications (such as RenderDoc and Microsoft PIX) integrate GPUPerfAPI as part of their profiling feature set. These applications may choose to expose only a subset of the counters supported by GPUPerfAPI, especially in cases where the counters do not support the design goals of the application. Specifically, it is known that the counters reporting a percentage are not exposed. This is due to the way that these tools collect and report aggregate performance counter values for groups of draw calls. For instance, if a set of draw calls is grouped together by a User Marker, a tool may report performance counter values for the User Marker by simply summing up the counter values for the individual draw calls. While this may be valid for many counters, it does not work well for percentage-based counters. Even if the tools were to perform a simple average of the percent values, it still may not provide an accurate reflection of the actual performance. For most of the percentage-based counters, GPUPerfAPI also exposes counters representing the components used to calculate the percentage. One example of this is the cache hit counters – these are exposed both as a cache hit percentage and as individual counters representing the number of cache requests, the number of hits and the number of misses. Please reference the Usage column of the tables below to know which counters will not be exposed by these applications.

Counters Exposed for Graphics Performance Analysis

The following tables show the set of counters exposed for analysis of GPU Graphics workloads, as well the family of GPUs and APUs on which each counter is available:

RDNA3 Counters

Timing Group

Counter Name Usage Brief Description
GPUTime Nanoseconds Time this API command took to execute on the GPU in nanoseconds from the time the previous command reached the bottom of the pipeline (BOP) to the time this command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.
ExecutionDuration Nanoseconds GPU command execution duration in nanoseconds, from the time the command enters the top of the pipeline (TOP) to the time the command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.
ExecutionStart Nanoseconds GPU command execution start time in nanoseconds. This is the time the command enters the top of the pipeline (TOP).
ExecutionEnd Nanoseconds GPU command execution end time in nanoseconds. This is the time the command reaches the bottom of the pipeline (BOP).
GPUBusy Percentage The percentage of time the GPU command processor was busy.
GPUBusyCycles Cycles Number of GPU cycles that the GPU command processor was busy.
TessellatorBusy Percentage The percentage of time the tessellation engine is busy.
TessellatorBusyCycles Cycles Number of GPU cycles that the tessellation engine is busy.
VsGsBusy Percentage The percentage of time the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline.
VsGsBusyCycles Cycles Number of GPU cycles that the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline.
VsGsTime Nanoseconds Time VS or GS are busy in nanoseconds in a VS-[GS-]PS pipeline.
PreTessellationBusy Percentage The percentage of time the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation.
PreTessellationBusyCycles Cycles Number of GPU cycles that the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation.
PreTessellationTime Nanoseconds Time VS and HS are busy in nanoseconds in a pipeline that uses tessellation.
PostTessellationBusy Percentage The percentage of time the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation.
PostTessellationBusyCycles Cycles Number of GPU cycles that the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation.
PostTessellationTime Nanoseconds Time DS or GS are busy in nanoseconds in a pipeline that uses tessellation.
PSBusy Percentage The percentage of time the ShaderUnit has pixel shader work to do.
PSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has pixel shader work to do.
PSTime Nanoseconds Time pixel shaders are busy in nanoseconds.
CSBusy Percentage The percentage of time the ShaderUnit has compute shader work to do.
CSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has compute shader work to do.
CSTime Nanoseconds Time compute shaders are busy in nanoseconds.
PrimitiveAssemblyBusy Percentage The percentage of GPUTime that primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.
PrimitiveAssemblyBusyCycles Cycles Number of GPU cycles the primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.
TexUnitBusy Percentage The percentage of GPUTime the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.
TexUnitBusyCycles Cycles Number of GPU cycles the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.
DepthStencilTestBusy Percentage Percentage of time GPU spent performing depth and stencil tests relative to GPUBusy.
DepthStencilTestBusyCycles Cycles Number of GPU cycles spent performing depth and stencil tests.

VertexGeometry Group

Counter Name Usage Brief Description
VsGsVerticesIn Items The number of unique vertices processed by the VS and GS.
VsGsPrimsIn Items The number of primitives passed into the GS.

PreTessellation Group

Counter Name Usage Brief Description
PreTessVerticesIn Items The number of unique vertices processed by the VS and HS when using tessellation.

PostTessellation Group

Counter Name Usage Brief Description
PostTessPrimsOut Items The number of primitives output by the DS and GS when using tessellation.

PrimitiveAssembly Group

Counter Name Usage Brief Description
PrimitivesIn Items The number of primitives received by the hardware. This includes primitives generated by tessellation.
CulledPrims Items The number of culled primitives. Typical reasons include scissor, the primitive having zero area, and back or front face culling.
ClippedPrims Items The number of primitives that required one or more clipping operations due to intersecting the view volume or user clip planes.
PAStalledOnRasterizer Percentage Percentage of GPUTime that primitive assembly waits for rasterization to be ready to accept data. This roughly indicates for what percentage of time the pipeline is bottlenecked by pixel operations.
PAStalledOnRasterizerCycles Cycles Number of GPU cycles the primitive assembly waits for rasterization to be ready to accept data. Indicates the number of GPU cycles the pipeline is bottlenecked by pixel operations.

PixelShader Group

Counter Name Usage Brief Description
PSPixelsOut Items Pixels exported from shader to color buffers. Does not include killed or alpha tested pixels; if there are multiple render targets, each render target receives one export, so this will be 2 for 1 pixel written to two RTs.
PSExportStalls Percentage Pixel shader output stalls. Percentage of GPUBusy. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.
PSExportStallsCycles Cycles Number of GPU cycles the pixel shader output stalls. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.

ComputeShader Group

Counter Name Usage Brief Description
CSThreadGroups Items Total number of thread groups.
CSWavefronts Items The total number of wavefronts used for the CS.
CSThreads Items The number of CS threads processed by the hardware.
CSThreadGroupSize Items The number of CS threads within each thread group.
CSMemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
CSMemUnitBusyCycles Cycles Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account.
CSMemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
CSMemUnitStalledCycles Cycles Number of GPU cycles the memory unit is stalled. Try reducing the number or size of fetches and writes if possible.
CSWriteUnitStalled Percentage The percentage of GPUTime the write unit is stalled.
CSWriteUnitStalledCycles Cycles Number of GPU cycles the write unit is stalled.
CSALUStalledByLDS Percentage The percentage of GPUTime ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad).
CSALUStalledByLDSCycles Cycles Number of GPU cycles the ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible.
CSLDSBankConflict Percentage The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad).
CSLDSBankConflictCycles Cycles Number of GPU cycles the LDS is stalled by bank conflicts. Value range: 0 (optimal) to GPUBusyCycles (bad).

TextureUnit Group

Counter Name Usage Brief Description
TexTriFilteringPct Percentage Percentage of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).
TexTriFilteringCount Items Count of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).
NoTexTriFilteringCount Items Count of pixels that did not receive trilinear filtering.
TexVolFilteringPct Percentage Percentage of pixels that received volume filtering.
TexVolFilteringCount Items Count of pixels that received volume filtering.
NoTexVolFilteringCount Items Count of pixels that did not receive volume filtering.
TexAveAnisotropy Items The average degree of anisotropy applied. A number between 1 and 16. The anisotropic filtering algorithm only applies samples where they are required (e.g. there will be no extra anisotropic samples if the view vector is perpendicular to the surface) so this can be much lower than the requested anisotropy.

DepthAndStencil Group

Counter Name Usage Brief Description
HiZTilesAccepted Percentage Percentage of tiles accepted by HiZ and will be rendered to the depth or color buffers.
HiZTilesAcceptedCount Items Count of tiles accepted by HiZ and will be rendered to the depth or color buffers.
HiZTilesRejectedCount Items Count of tiles not accepted by HiZ.
PreZTilesDetailCulled Percentage Percentage of tiles rejected because the associated prim had no contributing area.
PreZTilesDetailCulledCount Items Count of tiles rejected because the associated primitive had no contributing area.
PreZTilesDetailSurvivingCount Items Count of tiles surviving because the associated primitive had contributing area.
HiZQuadsCulled Percentage Percentage of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.
HiZQuadsCulledCount Items Count of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.
HiZQuadsAcceptedCount Items Count of quads that did continue on in the pipeline after HiZ.
PreZQuadsCulled Percentage Percentage of quads rejected based on the detailZ and earlyZ tests.
PreZQuadsCulledCount Items Count of quads rejected based on the detailZ and earlyZ tests.
PreZQuadsSurvivingCount Items Count of quads surviving detailZ and earlyZ tests.
PostZQuads Percentage Percentage of quads for which the pixel shader will run and may be postZ tested.
PostZQuadCount Items Count of quads for which the pixel shader will run and may be postZ tested.
PreZSamplesPassing Items Number of samples tested for Z before shading and passed.
PreZSamplesFailingS Items Number of samples tested for Z before shading and failed stencil test.
PreZSamplesFailingZ Items Number of samples tested for Z before shading and failed Z test.
PostZSamplesPassing Items Number of samples tested for Z after shading and passed.
PostZSamplesFailingS Items Number of samples tested for Z after shading and failed stencil test.
PostZSamplesFailingZ Items Number of samples tested for Z after shading and failed Z test.
ZUnitStalled Percentage The percentage of GPUTime the depth buffer spends waiting for the color buffer to be ready to accept data. High figures here indicate a bottleneck in color buffer operations.
ZUnitStalledCycles Cycles Number of GPU cycles the depth buffer spends waiting for the color buffer to be ready to accept data. Larger numbers indicate a bottleneck in color buffer operations.
DBMemRead Bytes Number of bytes read from the depth buffer.
DBMemWritten Bytes Number of bytes written to the depth buffer.

ColorBuffer Group

Counter Name Usage Brief Description
CBMemRead Bytes Number of bytes read from the color buffer.
CBColorAndMaskRead Bytes Total number of bytes read from the color and mask buffers.
CBMemWritten Bytes Number of bytes written to the color buffer.
CBColorAndMaskWritten Bytes Total number of bytes written to the color and mask buffers.

MemoryCache Group

Counter Name Usage Brief Description
L0CacheHit Percentage The percentage of read requests that hit the data in the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).
L0CacheRequestCount Items The number of read requests made to the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.
L0CacheHitCount Items The number of read requests which result in a cache hit from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.
L0CacheMissCount Items The number of read requests which result in a cache miss from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.
ScalarCacheHit Percentage The percentage of read requests made from executing shader code that hit the data in the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal).
ScalarCacheRequestCount Items The number of read requests made from executing shader code to the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.
ScalarCacheHitCount Items The number of read requests made from executing shader code which result in a cache hit from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.
ScalarCacheMissCount Items The number of read requests made from executing shader code which result in a cache miss from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.
InstCacheHit Percentage The percentage of read requests made that hit the data in the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal).
InstCacheRequestCount Items The number of read requests made to the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.
InstCacheHitCount Items The number of read requests which result in a cache hit from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.
InstCacheMissCount Items The number of read requests which result in a cache miss from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.
L1CacheHit Percentage The percentage of read or write requests that hit the data in the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).
L1CacheRequestCount Items The number of read or write requests made to the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.
L1CacheHitCount Items The number of read or write requests which result in a cache hit from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.
L1CacheMissCount Items The number of read or write requests which result in a cache miss from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.
L2CacheHit Percentage The percentage of read or write requests that hit the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).
L2CacheMiss Percentage The percentage of read or write requests that miss the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (optimal) to 100% (all miss).
L2CacheRequestCount Items The number of read or write requests made to the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.
L2CacheHitCount Items The number of read or write requests which result in a cache hit from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.
L2CacheMissCount Items The number of read or write requests which result in a cache miss from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.
L0TagConflictReadStalledCycles Items The number of cycles read operations from the L0 cache are stalled due to tag conflicts.
L0TagConflictWriteStalledCycles Items The number of cycles write operations to the L0 cache are stalled due to tag conflicts.
L0TagConflictAtomicStalledCycles Items The number of cycles atomic operations on the L0 cache are stalled due to tag conflicts.

GlobalMemory Group

Counter Name Usage Brief Description
FetchSize Bytes The total bytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
WriteSize Bytes The total bytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
MemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
MemUnitBusyCycles Cycles Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalledCycles). This is measured with all extra fetches and writes and any cache or memory effects taken into account.
MemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
MemUnitStalledCycles Cycles Number of GPU cycles the memory unit is stalled.
WriteUnitStalled Percentage The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad).
WriteUnitStalledCycles Cycles Number of GPU cycles the Write unit is stalled.
LocalVidMemBytes Bytes Number of bytes read from or written to local video memory
PcieBytes Bytes Number of bytes sent and received over the PCIe bus

RayTracing Group

Counter Name Usage Brief Description
RayTriTests Items The number of ray triangle intersection tests.
RayBoxTests Items The number of ray box intersection tests.
TotalRayTests Items Total number of ray intersection tests, includes both box and triangle intersections.
RayTestsPerWave Items The number of ray intersection tests per wave.

RDNA2 Counters

Timing Group

Counter Name Usage Brief Description
GPUTime Nanoseconds Time this API command took to execute on the GPU in nanoseconds from the time the previous command reached the bottom of the pipeline (BOP) to the time this command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.
ExecutionDuration Nanoseconds GPU command execution duration in nanoseconds, from the time the command enters the top of the pipeline (TOP) to the time the command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.
ExecutionStart Nanoseconds GPU command execution start time in nanoseconds. This is the time the command enters the top of the pipeline (TOP).
ExecutionEnd Nanoseconds GPU command execution end time in nanoseconds. This is the time the command reaches the bottom of the pipeline (BOP).
GPUBusy Percentage The percentage of time the GPU command processor was busy.
GPUBusyCycles Cycles Number of GPU cycles that the GPU command processor was busy.
TessellatorBusy Percentage The percentage of time the tessellation engine is busy.
TessellatorBusyCycles Cycles Number of GPU cycles that the tessellation engine is busy.
VsGsBusy Percentage The percentage of time the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline.
VsGsBusyCycles Cycles Number of GPU cycles that the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline.
VsGsTime Nanoseconds Time VS or GS are busy in nanoseconds in a VS-[GS-]PS pipeline.
PreTessellationBusy Percentage The percentage of time the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation.
PreTessellationBusyCycles Cycles Number of GPU cycles that the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation.
PreTessellationTime Nanoseconds Time VS and HS are busy in nanoseconds in a pipeline that uses tessellation.
PostTessellationBusy Percentage The percentage of time the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation.
PostTessellationBusyCycles Cycles Number of GPU cycles that the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation.
PostTessellationTime Nanoseconds Time DS or GS are busy in nanoseconds in a pipeline that uses tessellation.
PSBusy Percentage The percentage of time the ShaderUnit has pixel shader work to do.
PSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has pixel shader work to do.
PSTime Nanoseconds Time pixel shaders are busy in nanoseconds.
CSBusy Percentage The percentage of time the ShaderUnit has compute shader work to do.
CSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has compute shader work to do.
CSTime Nanoseconds Time compute shaders are busy in nanoseconds.
PrimitiveAssemblyBusy Percentage The percentage of GPUTime that primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.
PrimitiveAssemblyBusyCycles Cycles Number of GPU cycles the primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.
TexUnitBusy Percentage The percentage of GPUTime the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.
TexUnitBusyCycles Cycles Number of GPU cycles the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.
DepthStencilTestBusy Percentage Percentage of time GPU spent performing depth and stencil tests relative to GPUBusy.
DepthStencilTestBusyCycles Cycles Number of GPU cycles spent performing depth and stencil tests.

VertexGeometry Group

Counter Name Usage Brief Description
VsGsVerticesIn Items The number of unique vertices processed by the VS and GS.
VsGsPrimsIn Items The number of primitives passed into the VS and GS.
GSVerticesOut Items The number of vertices output by the GS.

PreTessellation Group

Counter Name Usage Brief Description
PreTessVerticesIn Items The number of vertices processed by the VS and HS when using tessellation.

PostTessellation Group

Counter Name Usage Brief Description
PostTessPrimsOut Items The number of primitives output by the DS and GS when using tessellation.

PrimitiveAssembly Group

Counter Name Usage Brief Description
PrimitivesIn Items The number of primitives received by the hardware. This includes primitives generated by tessellation.
CulledPrims Items The number of culled primitives. Typical reasons include scissor, the primitive having zero area, and back or front face culling.
ClippedPrims Items The number of primitives that required one or more clipping operations due to intersecting the view volume or user clip planes.
PAStalledOnRasterizer Percentage Percentage of GPUTime that primitive assembly waits for rasterization to be ready to accept data. This roughly indicates for what percentage of time the pipeline is bottlenecked by pixel operations.
PAStalledOnRasterizerCycles Cycles Number of GPU cycles the primitive assembly waits for rasterization to be ready to accept data. Indicates the number of GPU cycles the pipeline is bottlenecked by pixel operations.

PixelShader Group

Counter Name Usage Brief Description
PSPixelsOut Items Pixels exported from shader to color buffers. Does not include killed or alpha tested pixels; if there are multiple render targets, each render target receives one export, so this will be 2 for 1 pixel written to two RTs.
PSExportStalls Percentage Pixel shader output stalls. Percentage of GPUBusy. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.
PSExportStallsCycles Cycles Number of GPU cycles the pixel shader output stalls. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.

ComputeShader Group

Counter Name Usage Brief Description
CSThreadGroups Items Total number of thread groups.
CSWavefronts Items The total number of wavefronts used for the CS.
CSThreads Items The number of CS threads processed by the hardware.
CSThreadGroupSize Items The number of CS threads within each thread group.
CSMemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
CSMemUnitBusyCycles Cycles Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account.
CSMemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
CSMemUnitStalledCycles Cycles Number of GPU cycles the memory unit is stalled. Try reducing the number or size of fetches and writes if possible.
CSWriteUnitStalled Percentage The percentage of GPUTime the write unit is stalled.
CSWriteUnitStalledCycles Cycles Number of GPU cycles the write unit is stalled.
CSGDSInsts Items The average number of GDS read or GDS write instructions executed per work item (affected by flow control).
CSLDSInsts Items The average number of LDS read/write instructions executed per work-item (affected by flow control).
CSALUStalledByLDS Percentage The percentage of GPUTime ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad).
CSALUStalledByLDSCycles Cycles Number of GPU cycles the ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible.
CSLDSBankConflict Percentage The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad).
CSLDSBankConflictCycles Cycles Number of GPU cycles the LDS is stalled by bank conflicts. Value range: 0 (optimal) to GPUBusyCycles (bad).

TextureUnit Group

Counter Name Usage Brief Description
TexTriFilteringPct Percentage Percentage of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).
TexTriFilteringCount Items Count of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).
NoTexTriFilteringCount Items Count of pixels that did not receive trilinear filtering.
TexVolFilteringPct Percentage Percentage of pixels that received volume filtering.
TexVolFilteringCount Items Count of pixels that received volume filtering.
NoTexVolFilteringCount Items Count of pixels that did not receive volume filtering.
TexAveAnisotropy Items The average degree of anisotropy applied. A number between 1 and 16. The anisotropic filtering algorithm only applies samples where they are required (e.g. there will be no extra anisotropic samples if the view vector is perpendicular to the surface) so this can be much lower than the requested anisotropy.

DepthAndStencil Group

Counter Name Usage Brief Description
HiZTilesAccepted Percentage Percentage of tiles accepted by HiZ and will be rendered to the depth or color buffers.
HiZTilesAcceptedCount Items Count of tiles accepted by HiZ and will be rendered to the depth or color buffers.
HiZTilesRejectedCount Items Count of tiles not accepted by HiZ.
PreZTilesDetailCulled Percentage Percentage of tiles rejected because the associated prim had no contributing area.
PreZTilesDetailCulledCount Items Count of tiles rejected because the associated primitive had no contributing area.
PreZTilesDetailSurvivingCount Items Count of tiles surviving because the associated primitive had contributing area.
HiZQuadsCulled Percentage Percentage of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.
HiZQuadsCulledCount Items Count of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.
HiZQuadsAcceptedCount Items Count of quads that did continue on in the pipeline after HiZ.
PreZQuadsCulled Percentage Percentage of quads rejected based on the detailZ and earlyZ tests.
PreZQuadsCulledCount Items Count of quads rejected based on the detailZ and earlyZ tests.
PreZQuadsSurvivingCount Items Count of quads surviving detailZ and earlyZ tests.
PostZQuads Percentage Percentage of quads for which the pixel shader will run and may be postZ tested.
PostZQuadCount Items Count of quads for which the pixel shader will run and may be postZ tested.
PreZSamplesPassing Items Number of samples tested for Z before shading and passed.
PreZSamplesFailingS Items Number of samples tested for Z before shading and failed stencil test.
PreZSamplesFailingZ Items Number of samples tested for Z before shading and failed Z test.
PostZSamplesPassing Items Number of samples tested for Z after shading and passed.
PostZSamplesFailingS Items Number of samples tested for Z after shading and failed stencil test.
PostZSamplesFailingZ Items Number of samples tested for Z after shading and failed Z test.
ZUnitStalled Percentage The percentage of GPUTime the depth buffer spends waiting for the color buffer to be ready to accept data. High figures here indicate a bottleneck in color buffer operations.
ZUnitStalledCycles Cycles Number of GPU cycles the depth buffer spends waiting for the color buffer to be ready to accept data. Larger numbers indicate a bottleneck in color buffer operations.
DBMemRead Bytes Number of bytes read from the depth buffer.
DBMemWritten Bytes Number of bytes written to the depth buffer.

ColorBuffer Group

Counter Name Usage Brief Description
CBMemRead Bytes Number of bytes read from the color buffer.
CBColorAndMaskRead Bytes Total number of bytes read from the color and mask buffers.
CBMemWritten Bytes Number of bytes written to the color buffer.
CBColorAndMaskWritten Bytes Total number of bytes written to the color and mask buffers.
CBSlowPixelPct Percentage Percentage of pixels written to the color buffer using a half-rate or quarter-rate format.
CBSlowPixelCount Items Number of pixels written to the color buffer using a half-rate or quarter-rate format.

MemoryCache Group

Counter Name Usage Brief Description
L0CacheHit Percentage The percentage of read requests that hit the data in the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).
L0CacheRequestCount Items The number of read requests made to the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.
L0CacheHitCount Items The number of read requests which result in a cache hit from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.
L0CacheMissCount Items The number of read requests which result in a cache miss from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.
ScalarCacheHit Percentage The percentage of read requests made from executing shader code that hit the data in the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal).
ScalarCacheRequestCount Items The number of read requests made from executing shader code to the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.
ScalarCacheHitCount Items The number of read requests made from executing shader code which result in a cache hit from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.
ScalarCacheMissCount Items The number of read requests made from executing shader code which result in a cache miss from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.
InstCacheHit Percentage The percentage of read requests made that hit the data in the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal).
InstCacheRequestCount Items The number of read requests made to the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.
InstCacheHitCount Items The number of read requests which result in a cache hit from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.
InstCacheMissCount Items The number of read requests which result in a cache miss from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.
L1CacheHit Percentage The percentage of read or write requests that hit the data in the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).
L1CacheRequestCount Items The number of read or write requests made to the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.
L1CacheHitCount Items The number of read or write requests which result in a cache hit from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.
L1CacheMissCount Items The number of read or write requests which result in a cache miss from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.
L2CacheHit Percentage The percentage of read or write requests that hit the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).
L2CacheMiss Percentage The percentage of read or write requests that miss the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (optimal) to 100% (all miss).
L2CacheRequestCount Items The number of read or write requests made to the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.
L2CacheHitCount Items The number of read or write requests which result in a cache hit from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.
L2CacheMissCount Items The number of read or write requests which result in a cache miss from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.
L0TagConflictReadStalledCycles Items The number of cycles read operations from the L0 cache are stalled due to tag conflicts.
L0TagConflictWriteStalledCycles Items The number of cycles write operations to the L0 cache are stalled due to tag conflicts.
L0TagConflictAtomicStalledCycles Items The number of cycles atomic operations on the L0 cache are stalled due to tag conflicts.

GlobalMemory Group

Counter Name Usage Brief Description
FetchSize Bytes The total bytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
WriteSize Bytes The total bytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
MemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
MemUnitBusyCycles Cycles Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalledCycles). This is measured with all extra fetches and writes and any cache or memory effects taken into account.
MemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
MemUnitStalledCycles Cycles Number of GPU cycles the memory unit is stalled.
WriteUnitStalled Percentage The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad).
WriteUnitStalledCycles Cycles Number of GPU cycles the Write unit is stalled.
LocalVidMemBytes Bytes Number of bytes read from or written to local video memory
PcieBytes Bytes Number of bytes sent and received over the PCIe bus

RayTracing Group

Counter Name Usage Brief Description
RayTriTests Items The number of ray triangle intersection tests.
RayBoxTests Items The number of ray box intersection tests.
TotalRayTests Items Total number of ray intersection tests, includes both box and triangle intersections.
RayTestsPerWave Items The number of ray intersection tests per wave.

RDNA Counters

Timing Group

Counter Name Usage Brief Description
GPUTime Nanoseconds Time this API command took to execute on the GPU in nanoseconds from the time the previous command reached the bottom of the pipeline (BOP) to the time this command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.
ExecutionDuration Nanoseconds GPU command execution duration in nanoseconds, from the time the command enters the top of the pipeline (TOP) to the time the command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.
ExecutionStart Nanoseconds GPU command execution start time in nanoseconds. This is the time the command enters the top of the pipeline (TOP).
ExecutionEnd Nanoseconds GPU command execution end time in nanoseconds. This is the time the command reaches the bottom of the pipeline (BOP).
GPUBusy Percentage The percentage of time the GPU command processor was busy.
GPUBusyCycles Cycles Number of GPU cycles that the GPU command processor was busy.
TessellatorBusy Percentage The percentage of time the tessellation engine is busy.
TessellatorBusyCycles Cycles Number of GPU cycles that the tessellation engine is busy.
VsGsBusy Percentage The percentage of time the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline.
VsGsBusyCycles Cycles Number of GPU cycles that the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline.
VsGsTime Nanoseconds Time VS or GS are busy in nanoseconds in a VS-[GS-]PS pipeline.
PreTessellationBusy Percentage The percentage of time the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation.
PreTessellationBusyCycles Cycles Number of GPU cycles that the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation.
PreTessellationTime Nanoseconds Time VS and HS are busy in nanoseconds in a pipeline that uses tessellation.
PostTessellationBusy Percentage The percentage of time the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation.
PostTessellationBusyCycles Cycles Number of GPU cycles that the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation.
PostTessellationTime Nanoseconds Time DS or GS are busy in nanoseconds in a pipeline that uses tessellation.
PSBusy Percentage The percentage of time the ShaderUnit has pixel shader work to do.
PSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has pixel shader work to do.
PSTime Nanoseconds Time pixel shaders are busy in nanoseconds.
CSBusy Percentage The percentage of time the ShaderUnit has compute shader work to do.
CSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has compute shader work to do.
CSTime Nanoseconds Time compute shaders are busy in nanoseconds.
PrimitiveAssemblyBusy Percentage The percentage of GPUTime that primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.
PrimitiveAssemblyBusyCycles Cycles Number of GPU cycles the primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.
TexUnitBusy Percentage The percentage of GPUTime the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.
TexUnitBusyCycles Cycles Number of GPU cycles the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.
DepthStencilTestBusy Percentage Percentage of time GPU spent performing depth and stencil tests relative to GPUBusy.
DepthStencilTestBusyCycles Cycles Number of GPU cycles spent performing depth and stencil tests.

VertexGeometry Group

Counter Name Usage Brief Description
VsGsVerticesIn Items The number of unique vertices processed by the VS and GS.
VsGsPrimsIn Items The number of primitives passed into the VS and GS.
GSVerticesOut Items The number of vertices output by the GS.
VsGsVALUInstCount Items Average number of vector ALU instructions executed for the VS and GS in a VS-[GS-]PS pipeline. Affected by flow control.
VsGsSALUInstCount Items Average number of scalar ALU instructions executed for the VS and GS. Affected by flow control.
VsGsVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed for the VS and GS.
VsGsVALUBusyCycles Cycles Number of GPU cycles where vector ALU instructions are being processed for the VS and GS.
VsGsSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed for the VS and GS.
VsGsSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed for the VS and GS.

PreTessellation Group

Counter Name Usage Brief Description
PreTessVerticesIn Items The number of vertices processed by the VS and HS when using tessellation.
PreTessVALUInstCount Items Average number of vector ALU instructions executed for the VS and HS in a pipeline that uses tessellation. Affected by flow control.
PreTessSALUInstCount Items Average number of scalar ALU instructions executed for the VS and HS in a pipeline that uses tessellation. Affected by flow control.
PreTessVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation.
PreTessVALUBusyCycles Cycles Number of GPU cycles vector where ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation.
PreTessSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation.
PreTessSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation.

PostTessellation Group

Counter Name Usage Brief Description
PostTessPrimsOut Items The number of primitives output by the DS and GS when using tessellation.
PostTessVALUInstCount Items Average number of vector ALU instructions executed for the DS and GS in a pipeline that uses tessellation. Affected by flow control.
PostTessSALUInstCount Items Average number of scalar ALU instructions executed for the DS and GS in a pipeline that uses tessellation. Affected by flow control.
PostTessVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation.
PostTessVALUBusyCycles Cycles Number of GPU cycles vector where ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation.
PostTessSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation.
PostTessSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation.

PrimitiveAssembly Group

Counter Name Usage Brief Description
PrimitivesIn Items The number of primitives received by the hardware. This includes primitives generated by tessellation.
CulledPrims Items The number of culled primitives. Typical reasons include scissor, the primitive having zero area, and back or front face culling.
ClippedPrims Items The number of primitives that required one or more clipping operations due to intersecting the view volume or user clip planes.
PAStalledOnRasterizer Percentage Percentage of GPUTime that primitive assembly waits for rasterization to be ready to accept data. This roughly indicates for what percentage of time the pipeline is bottlenecked by pixel operations.
PAStalledOnRasterizerCycles Cycles Number of GPU cycles the primitive assembly waits for rasterization to be ready to accept data. Indicates the number of GPU cycles the pipeline is bottlenecked by pixel operations.

PixelShader Group

Counter Name Usage Brief Description
PSPixelsOut Items Pixels exported from shader to color buffers. Does not include killed or alpha tested pixels; if there are multiple render targets, each render target receives one export, so this will be 2 for 1 pixel written to two RTs.
PSExportStalls Percentage Pixel shader output stalls. Percentage of GPUBusy. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.
PSExportStallsCycles Cycles Number of GPU cycles the pixel shader output stalls. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.
PSVALUInstCount Items Average number of vector ALU instructions executed in the PS. Affected by flow control.
PSSALUInstCount Items Average number of scalar ALU instructions executed in the PS. Affected by flow control.
PSVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed by the PS.
PSVALUBusyCycles Cycles Number of GPU cycles where vector ALU instructions are being processed by the PS.
PSSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed by the PS.
PSSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed by the PS.

ComputeShader Group

Counter Name Usage Brief Description
CSThreadGroups Items Total number of thread groups.
CSWavefronts Items The total number of wavefronts used for the CS.
CSThreads Items The number of CS threads processed by the hardware.
CSThreadGroupSize Items The number of CS threads within each thread group.
CSVALUInsts Items The average number of vector ALU instructions executed per work-item (affected by flow control).
CSVALUUtilization Percentage The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of the wave size. Value range: 0% (bad), 100% (ideal - no thread divergence).
CSSALUInsts Items The average number of scalar ALU instructions executed per work-item (affected by flow control).
CSVFetchInsts Items The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control).
CSSFetchInsts Items The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control).
CSVWriteInsts Items The average number of vector write instructions to the video memory executed per work-item (affected by flow control).
CSVALUBusy Percentage The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).
CSVALUBusyCycles Cycles Number of GPU cycles where vector ALU instructions are processed.
CSSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).
CSSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are processed.
CSMemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
CSMemUnitBusyCycles Cycles Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account.
CSMemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
CSMemUnitStalledCycles Cycles Number of GPU cycles the memory unit is stalled. Try reducing the number or size of fetches and writes if possible.
CSWriteUnitStalled Percentage The percentage of GPUTime the write unit is stalled.
CSWriteUnitStalledCycles Cycles Number of GPU cycles the write unit is stalled.
CSGDSInsts Items The average number of GDS read or GDS write instructions executed per work item (affected by flow control).
CSLDSInsts Items The average number of LDS read/write instructions executed per work-item (affected by flow control).
CSALUStalledByLDS Percentage The percentage of GPUTime ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad).
CSALUStalledByLDSCycles Cycles Number of GPU cycles the ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible.
CSLDSBankConflict Percentage The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad).
CSLDSBankConflictCycles Cycles Number of GPU cycles the LDS is stalled by bank conflicts. Value range: 0 (optimal) to GPUBusyCycles (bad).

TextureUnit Group

Counter Name Usage Brief Description
TexTriFilteringPct Percentage Percentage of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).
TexTriFilteringCount Items Count of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).
NoTexTriFilteringCount Items Count of pixels that did not receive trilinear filtering.
TexVolFilteringPct Percentage Percentage of pixels that received volume filtering.
TexVolFilteringCount Items Count of pixels that received volume filtering.
NoTexVolFilteringCount Items Count of pixels that did not receive volume filtering.
TexAveAnisotropy Items The average degree of anisotropy applied. A number between 1 and 16. The anisotropic filtering algorithm only applies samples where they are required (e.g. there will be no extra anisotropic samples if the view vector is perpendicular to the surface) so this can be much lower than the requested anisotropy.

DepthAndStencil Group

Counter Name Usage Brief Description
HiZTilesAccepted Percentage Percentage of tiles accepted by HiZ and will be rendered to the depth or color buffers.
HiZTilesAcceptedCount Items Count of tiles accepted by HiZ and will be rendered to the depth or color buffers.
HiZTilesRejectedCount Items Count of tiles not accepted by HiZ.
PreZTilesDetailCulled Percentage Percentage of tiles rejected because the associated prim had no contributing area.
PreZTilesDetailCulledCount Items Count of tiles rejected because the associated primitive had no contributing area.
PreZTilesDetailSurvivingCount Items Count of tiles surviving because the associated primitive had contributing area.
HiZQuadsCulled Percentage Percentage of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.
HiZQuadsCulledCount Items Count of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.
HiZQuadsAcceptedCount Items Count of quads that did continue on in the pipeline after HiZ.
PreZQuadsCulled Percentage Percentage of quads rejected based on the detailZ and earlyZ tests.
PreZQuadsCulledCount Items Count of quads rejected based on the detailZ and earlyZ tests.
PreZQuadsSurvivingCount Items Count of quads surviving detailZ and earlyZ tests.
PostZQuads Percentage Percentage of quads for which the pixel shader will run and may be postZ tested.
PostZQuadCount Items Count of quads for which the pixel shader will run and may be postZ tested.
PreZSamplesPassing Items Number of samples tested for Z before shading and passed.
PreZSamplesFailingS Items Number of samples tested for Z before shading and failed stencil test.
PreZSamplesFailingZ Items Number of samples tested for Z before shading and failed Z test.
PostZSamplesPassing Items Number of samples tested for Z after shading and passed.
PostZSamplesFailingS Items Number of samples tested for Z after shading and failed stencil test.
PostZSamplesFailingZ Items Number of samples tested for Z after shading and failed Z test.
ZUnitStalled Percentage The percentage of GPUTime the depth buffer spends waiting for the color buffer to be ready to accept data. High figures here indicate a bottleneck in color buffer operations.
ZUnitStalledCycles Cycles Number of GPU cycles the depth buffer spends waiting for the color buffer to be ready to accept data. Larger numbers indicate a bottleneck in color buffer operations.
DBMemRead Bytes Number of bytes read from the depth buffer.
DBMemWritten Bytes Number of bytes written to the depth buffer.

ColorBuffer Group

Counter Name Usage Brief Description
CBMemRead Bytes Number of bytes read from the color buffer.
CBColorAndMaskRead Bytes Total number of bytes read from the color and mask buffers.
CBMemWritten Bytes Number of bytes written to the color buffer.
CBColorAndMaskWritten Bytes Total number of bytes written to the color and mask buffers.
CBSlowPixelPct Percentage Percentage of pixels written to the color buffer using a half-rate or quarter-rate format.
CBSlowPixelCount Items Number of pixels written to the color buffer using a half-rate or quarter-rate format.

MemoryCache Group

Counter Name Usage Brief Description
L0CacheHit Percentage The percentage of read requests that hit the data in the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).
L0CacheRequestCount Items The number of read requests made to the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.
L0CacheHitCount Items The number of read requests which result in a cache hit from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.
L0CacheMissCount Items The number of read requests which result in a cache miss from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.
ScalarCacheHit Percentage The percentage of read requests made from executing shader code that hit the data in the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal).
ScalarCacheRequestCount Items The number of read requests made from executing shader code to the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.
ScalarCacheHitCount Items The number of read requests made from executing shader code which result in a cache hit from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.
ScalarCacheMissCount Items The number of read requests made from executing shader code which result in a cache miss from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.
InstCacheHit Percentage The percentage of read requests made that hit the data in the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal).
InstCacheRequestCount Items The number of read requests made to the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.
InstCacheHitCount Items The number of read requests which result in a cache hit from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.
InstCacheMissCount Items The number of read requests which result in a cache miss from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.
L1CacheHit Percentage The percentage of read or write requests that hit the data in the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).
L1CacheRequestCount Items The number of read or write requests made to the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.
L1CacheHitCount Items The number of read or write requests which result in a cache hit from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.
L1CacheMissCount Items The number of read or write requests which result in a cache miss from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.
L2CacheHit Percentage The percentage of read or write requests that hit the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).
L2CacheMiss Percentage The percentage of read or write requests that miss the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (optimal) to 100% (all miss).
L2CacheRequestCount Items The number of read or write requests made to the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.
L2CacheHitCount Items The number of read or write requests which result in a cache hit from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.
L2CacheMissCount Items The number of read or write requests which result in a cache miss from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.
L0TagConflictReadStalledCycles Items The number of cycles read operations from the L0 cache are stalled due to tag conflicts.
L0TagConflictWriteStalledCycles Items The number of cycles write operations to the L0 cache are stalled due to tag conflicts.
L0TagConflictAtomicStalledCycles Items The number of cycles atomic operations on the L0 cache are stalled due to tag conflicts.

GlobalMemory Group

Counter Name Usage Brief Description
FetchSize Bytes The total bytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
WriteSize Bytes The total bytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
MemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
MemUnitBusyCycles Cycles Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalledCycles). This is measured with all extra fetches and writes and any cache or memory effects taken into account.
MemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
MemUnitStalledCycles Cycles Number of GPU cycles the memory unit is stalled.
WriteUnitStalled Percentage The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad).
WriteUnitStalledCycles Cycles Number of GPU cycles the Write unit is stalled.
LocalVidMemBytes Bytes Number of bytes read from or written to local video memory
PcieBytes Bytes Number of bytes sent and received over the PCIe bus

Vega Counters

Timing Group

Counter Name Usage Brief Description
GPUTime Nanoseconds Time this API command took to execute on the GPU in nanoseconds from the time the previous command reached the bottom of the pipeline (BOP) to the time this command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.
ExecutionDuration Nanoseconds GPU command execution duration in nanoseconds, from the time the command enters the top of the pipeline (TOP) to the time the command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.
ExecutionStart Nanoseconds GPU command execution start time in nanoseconds. This is the time the command enters the top of the pipeline (TOP).
ExecutionEnd Nanoseconds GPU command execution end time in nanoseconds. This is the time the command reaches the bottom of the pipeline (BOP).
GPUBusy Percentage The percentage of time the GPU command processor was busy.
GPUBusyCycles Cycles Number of GPU cycles that the GPU command processor was busy.
TessellatorBusy Percentage The percentage of time the tessellation engine is busy.
TessellatorBusyCycles Cycles Number of GPU cycles that the tessellation engine is busy.
VsGsBusy Percentage The percentage of time the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline.
VsGsBusyCycles Cycles Number of GPU cycles that the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline.
VsGsTime Nanoseconds Time VS or GS are busy in nanoseconds in a VS-[GS-]PS pipeline.
PreTessellationBusy Percentage The percentage of time the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation.
PreTessellationBusyCycles Cycles Number of GPU cycles that the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation.
PreTessellationTime Nanoseconds Time VS and HS are busy in nanoseconds in a pipeline that uses tessellation.
PostTessellationBusy Percentage The percentage of time the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation.
PostTessellationBusyCycles Cycles Number of GPU cycles that the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation.
PostTessellationTime Nanoseconds Time DS or GS are busy in nanoseconds in a pipeline that uses tessellation.
PSBusy Percentage The percentage of time the ShaderUnit has pixel shader work to do.
PSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has pixel shader work to do.
PSTime Nanoseconds Time pixel shaders are busy in nanoseconds.
CSBusy Percentage The percentage of time the ShaderUnit has compute shader work to do.
CSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has compute shader work to do.
CSTime Nanoseconds Time compute shaders are busy in nanoseconds.
PrimitiveAssemblyBusy Percentage The percentage of GPUTime that primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.
PrimitiveAssemblyBusyCycles Cycles Number of GPU cycles the primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.
TexUnitBusy Percentage The percentage of GPUTime the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.
TexUnitBusyCycles Cycles Number of GPU cycles the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.
DepthStencilTestBusy Percentage Percentage of time GPU spent performing depth and stencil tests relative to GPUBusy.
DepthStencilTestBusyCycles Cycles Number of GPU cycles spent performing depth and stencil tests.

VertexGeometry Group

Counter Name Usage Brief Description
VsGsVerticesIn Items The number of unique vertices processed by the VS and GS.
VsGsPrimsIn Items The number of primitives passed into the VS and GS.
GSVerticesOut Items The number of vertices output by the GS.
VsGsVALUInstCount Items Average number of vector ALU instructions executed in the VS and GS in a VS-[GS-]PS pipeline. Affected by flow control.
VsGsSALUInstCount Items Average number of scalar ALU instructions executed in the VS and GS in a VS-[GS-]PS pipeline. Affected by flow control.
VsGsVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed by the VS and GS in a VS-[GS-]PS pipeline.
VsGsVALUBusyCycles Cycles Number of GPU cycles where vector ALU instructions are being processed by the VS and GS in a VS-[GS-]PS pipeline.
VsGsSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed by the VS and GS in a VS-[GS-]PS pipeline.
VsGsSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed by the VS and GS in a VS-[GS-]PS pipeline.

PreTessellation Group

Counter Name Usage Brief Description
PreTessVerticesIn Items The number of vertices processed by the VS and HS when using tessellation.
PreTessVALUInstCount Items Average number of vector ALU instructions executed for the VS and HS in a pipeline that uses tessellation. Affected by flow control.
PreTessSALUInstCount Items Average number of scalar ALU instructions executed for the VS and HS in a pipeline that uses tessellation. Affected by flow control.
PreTessVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation.
PreTessVALUBusyCycles Cycles Number of GPU cycles vector where ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation.
PreTessSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation.
PreTessSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed for the VS and HS in a pipeline that uses tessellation.

PostTessellation Group

Counter Name Usage Brief Description
PostTessPrimsOut Items The number of primitives output by the DS and GS when using tessellation.
PostTessVALUInstCount Items Average number of vector ALU instructions executed for the DS and GS in a pipeline that uses tessellation. Affected by flow control.
PostTessSALUInstCount Items Average number of scalar ALU instructions executed for the DS and GS in a pipeline that uses tessellation. Affected by flow control.
PostTessVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation.
PostTessVALUBusyCycles Cycles Number of GPU cycles vector where ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation.
PostTessSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation.
PostTessSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed for the DS and GS in a pipeline that uses tessellation.

PrimitiveAssembly Group

Counter Name Usage Brief Description
PrimitivesIn Items The number of primitives received by the hardware. This includes primitives generated by tessellation.
CulledPrims Items The number of culled primitives. Typical reasons include scissor, the primitive having zero area, and back or front face culling.
ClippedPrims Items The number of primitives that required one or more clipping operations due to intersecting the view volume or user clip planes.
PAStalledOnRasterizer Percentage Percentage of GPUTime that primitive assembly waits for rasterization to be ready to accept data. This roughly indicates for what percentage of time the pipeline is bottlenecked by pixel operations.
PAStalledOnRasterizerCycles Cycles Number of GPU cycles the primitive assembly waits for rasterization to be ready to accept data. Indicates the number of GPU cycles the pipeline is bottlenecked by pixel operations.

PixelShader Group

Counter Name Usage Brief Description
PSPixelsOut Items Pixels exported from shader to color buffers. Does not include killed or alpha tested pixels; if there are multiple render targets, each render target receives one export, so this will be 2 for 1 pixel written to two RTs.
PSExportStalls Percentage Pixel shader output stalls. Percentage of GPUBusy. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.
PSExportStallsCycles Cycles Number of GPU cycles the pixel shader output stalls. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.
PSVALUInstCount Items Average number of vector ALU instructions executed in the PS. Affected by flow control.
PSSALUInstCount Items Average number of scalar ALU instructions executed in the PS. Affected by flow control.
PSVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed by the PS.
PSVALUBusyCycles Cycles Number of GPU cycles where vector ALU instructions are being processed by the PS.
PSSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed by the PS.
PSSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed by the PS.

ComputeShader Group

Counter Name Usage Brief Description
CSThreadGroups Items Total number of thread groups.
CSWavefronts Items The total number of wavefronts used for the CS.
CSThreads Items The number of CS threads processed by the hardware.
CSThreadGroupSize Items The number of CS threads within each thread group.
CSVALUInsts Items The average number of vector ALU instructions executed per work-item (affected by flow control).
CSVALUUtilization Percentage The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of 64. Value range: 0% (bad), 100% (ideal - no thread divergence).
CSSALUInsts Items The average number of scalar ALU instructions executed per work-item (affected by flow control).
CSVFetchInsts Items The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control).
CSSFetchInsts Items The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control).
CSVWriteInsts Items The average number of vector write instructions to the video memory executed per work-item (affected by flow control).
CSFlatVMemInsts Items The average number of FLAT instructions that read from or write to the video memory executed per work item (affected by flow control). Includes FLAT instructions that read from or write to scratch.
CSVALUBusy Percentage The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).
CSVALUBusyCycles Cycles Number of GPU cycles where vector ALU instructions are processed.
CSSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).
CSSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are processed.
CSMemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
CSMemUnitBusyCycles Cycles Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account.
CSMemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
CSMemUnitStalledCycles Cycles Number of GPU cycles the memory unit is stalled. Try reducing the number or size of fetches and writes if possible.
CSWriteUnitStalled Percentage The percentage of GPUTime the write unit is stalled.
CSWriteUnitStalledCycles Cycles Number of GPU cycles the write unit is stalled.
CSGDSInsts Items The average number of GDS read or GDS write instructions executed per work item (affected by flow control).
CSLDSInsts Items The average number of LDS read/write instructions executed per work-item (affected by flow control).
CSFlatLDSInsts Items The average number of FLAT instructions that read from or write to LDS executed per work item (affected by flow control).
CSALUStalledByLDS Percentage The percentage of GPUTime ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad).
CSALUStalledByLDSCycles Cycles Number of GPU cycles the ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible.
CSLDSBankConflict Percentage The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad).
CSLDSBankConflictCycles Cycles Number of GPU cycles the LDS is stalled by bank conflicts. Value range: 0 (optimal) to GPUBusyCycles (bad).

TextureUnit Group

Counter Name Usage Brief Description
TexTriFilteringPct Percentage Percentage of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).
TexTriFilteringCount Items Count of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).
NoTexTriFilteringCount Items Count of pixels that did not receive trilinear filtering.
TexVolFilteringPct Percentage Percentage of pixels that received volume filtering.
TexVolFilteringCount Items Count of pixels that received volume filtering.
NoTexVolFilteringCount Items Count of pixels that did not receive volume filtering.
TexAveAnisotropy Items The average degree of anisotropy applied. A number between 1 and 16. The anisotropic filtering algorithm only applies samples where they are required (e.g. there will be no extra anisotropic samples if the view vector is perpendicular to the surface) so this can be much lower than the requested anisotropy.

DepthAndStencil Group

Counter Name Usage Brief Description
HiZTilesAccepted Percentage Percentage of tiles accepted by HiZ and will be rendered to the depth or color buffers.
HiZTilesAcceptedCount Items Count of tiles accepted by HiZ and will be rendered to the depth or color buffers.
HiZTilesRejectedCount Items Count of tiles not accepted by HiZ.
PreZTilesDetailCulled Percentage Percentage of tiles rejected because the associated prim had no contributing area.
PreZTilesDetailCulledCount Items Count of tiles rejected because the associated primitive had no contributing area.
PreZTilesDetailSurvivingCount Items Count of tiles surviving because the associated primitive had contributing area.
HiZQuadsCulled Percentage Percentage of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.
HiZQuadsCulledCount Items Count of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.
HiZQuadsAcceptedCount Items Count of quads that did continue on in the pipeline after HiZ.
PreZQuadsCulled Percentage Percentage of quads rejected based on the detailZ and earlyZ tests.
PreZQuadsCulledCount Items Count of quads rejected based on the detailZ and earlyZ tests.
PreZQuadsSurvivingCount Items Count of quads surviving detailZ and earlyZ tests.
PostZQuads Percentage Percentage of quads for which the pixel shader will run and may be postZ tested.
PostZQuadCount Items Count of quads for which the pixel shader will run and may be postZ tested.
PreZSamplesPassing Items Number of samples tested for Z before shading and passed.
PreZSamplesFailingS Items Number of samples tested for Z before shading and failed stencil test.
PreZSamplesFailingZ Items Number of samples tested for Z before shading and failed Z test.
PostZSamplesPassing Items Number of samples tested for Z after shading and passed.
PostZSamplesFailingS Items Number of samples tested for Z after shading and failed stencil test.
PostZSamplesFailingZ Items Number of samples tested for Z after shading and failed Z test.
ZUnitStalled Percentage The percentage of GPUTime the depth buffer spends waiting for the color buffer to be ready to accept data. High figures here indicate a bottleneck in color buffer operations.
ZUnitStalledCycles Cycles Number of GPU cycles the depth buffer spends waiting for the color buffer to be ready to accept data. Larger numbers indicate a bottleneck in color buffer operations.
DBMemRead Bytes Number of bytes read from the depth buffer.
DBMemWritten Bytes Number of bytes written to the depth buffer.

ColorBuffer Group

Counter Name Usage Brief Description
CBMemRead Bytes Number of bytes read from the color buffer.
CBColorAndMaskRead Bytes Total number of bytes read from the color and mask buffers.
CBMemWritten Bytes Number of bytes written to the color buffer.
CBColorAndMaskWritten Bytes Total number of bytes written to the color and mask buffers.
CBSlowPixelPct Percentage Percentage of pixels written to the color buffer using a half-rate or quarter-rate format.
CBSlowPixelCount Items Number of pixels written to the color buffer using a half-rate or quarter-rate format.

MemoryCache Group

Counter Name Usage Brief Description
L0TagConflictReadStalledCycles Items The number of cycles read operations from the L0 cache are stalled due to tag conflicts.
L0TagConflictWriteStalledCycles Items The number of cycles write operations to the L0 cache are stalled due to tag conflicts.
L0TagConflictAtomicStalledCycles Items The number of cycles atomic operations on the L0 cache are stalled due to tag conflicts.

GlobalMemory Group

Counter Name Usage Brief Description
FetchSize Bytes The total bytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
WriteSize Bytes The total bytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
L1CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L1 cache. Value range: 0% (no hit) to 100% (optimal).
L1CacheHitCount Items Count of fetch, write, atomic, and other instructions that hit the data in L1 cache.
L1CacheMissCount Items Count of fetch, write, atomic, and other instructions that miss the data in L1 cache.
L2CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the L2 cache. Value range: 0% (no hit) to 100% (optimal).
L2CacheMiss Percentage The percentage of fetch, write, atomic, and other instructions that miss the L2 cache. Value range: 0% (optimal) to 100% (all miss).
L2CacheHitCount Items Count of fetch, write, atomic, and other instructions that hit the L2 cache.
L2CacheMissCount Items Count of fetch, write, atomic, and other instructions that miss the L2 cache.
MemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
MemUnitBusyCycles Cycles Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalledCycles). This is measured with all extra fetches and writes and any cache or memory effects taken into account.
MemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
MemUnitStalledCycles Cycles Number of GPU cycles the memory unit is stalled.
WriteUnitStalled Percentage The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad).
WriteUnitStalledCycles Cycles Number of GPU cycles the Write unit is stalled.
LocalVidMemBytes Bytes Number of bytes read from or written to local video memory
PcieBytes Bytes Number of bytes sent and received over the PCIe bus

Graphics IP v8 Counters

Timing Group

Counter Name Usage Brief Description
GPUTime Nanoseconds Time this API command took to execute on the GPU in nanoseconds from the time the previous command reached the bottom of the pipeline (BOP) to the time this command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.
ExecutionDuration Nanoseconds GPU command execution duration in nanoseconds, from the time the command enters the top of the pipeline (TOP) to the time the command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.
ExecutionStart Nanoseconds GPU command execution start time in nanoseconds. This is the time the command enters the top of the pipeline (TOP).
ExecutionEnd Nanoseconds GPU command execution end time in nanoseconds. This is the time the command reaches the bottom of the pipeline (BOP).
GPUBusy Percentage The percentage of time GPU was busy.
GPUBusyCycles Cycles Number of GPU cycles that the GPU was busy.
TessellatorBusy Percentage The percentage of time the tessellation engine is busy.
TessellatorBusyCycles Cycles Number of GPU cycles that the tessellation engine is busy.
VSBusy Percentage The percentage of time the ShaderUnit has vertex shader work to do.
VSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has vertex shader work to do.
VSTime Nanoseconds Time vertex shaders are busy in nanoseconds.
HSBusy Percentage The percentage of time the ShaderUnit has hull shader work to do.
HSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has hull shader work to do.
HSTime Nanoseconds Time hull shaders are busy in nanoseconds.
DSBusy Percentage The percentage of time the ShaderUnit has domain shader work to do.
DSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has domain shader work to do.
DSTime Nanoseconds Time domain shaders are busy in nanoseconds.
GSBusy Percentage The percentage of time the ShaderUnit has geometry shader work to do.
GSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has geometry shader work to do.
GSTime Nanoseconds Time geometry shaders are busy in nanoseconds.
PSBusy Percentage The percentage of time the ShaderUnit has pixel shader work to do.
PSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has pixel shader work to do.
PSTime Nanoseconds Time pixel shaders are busy in nanoseconds.
CSBusy Percentage The percentage of time the ShaderUnit has compute shader work to do.
CSBusyCycles Cycles Number of GPU cycles that the ShaderUnit has compute shader work to do.
CSTime Nanoseconds Time compute shaders are busy in nanoseconds.
PrimitiveAssemblyBusy Percentage The percentage of GPUTime that primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.
PrimitiveAssemblyBusyCycles Cycles Number of GPU cycles the primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.
TexUnitBusy Percentage The percentage of GPUTime the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.
TexUnitBusyCycles Cycles Number of GPU cycles the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.
DepthStencilTestBusy Percentage Percentage of time GPU spent performing depth and stencil tests relative to GPUBusy.
DepthStencilTestBusyCycles Cycles Number of GPU cycles spent performing depth and stencil tests.

VertexShader Group

Counter Name Usage Brief Description
VSVerticesIn Items The number of vertices processed by the VS.
VSVALUInstCount Items Average number of vector ALU instructions executed in the VS. Affected by flow control.
VSSALUInstCount Items Average number of scalar ALU instructions executed in the VS. Affected by flow control.
VSVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed by the VS.
VSVALUBusyCycles Cycles Number of GPU cycles where vector ALU instructions are being processed by the VS.
VSSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed by the VS.
VSSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed by the VS.

HullShader Group

Counter Name Usage Brief Description
HSPatches Items The number of patches processed by the HS.
HSVALUInstCount Items Average number of vector ALU instructions executed in the HS. Affected by flow control.
HSSALUInstCount Items Average number of scalar ALU instructions executed in the HS. Affected by flow control.
HSVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed by the HS.
HSVALUBusyCycles Cycles Number of GPU cycles vector where ALU instructions are being processed by the HS.
HSSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed by the HS.
HSSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed by the HS.

DomainShader Group

Counter Name Usage Brief Description
DSVerticesIn Items The number of vertices processed by the DS.
DSVALUInstCount Items Average number of vector ALU instructions executed in the DS. Affected by flow control.
DSSALUInstCount Items Average number of scalar ALU instructions executed in the DS. Affected by flow control.
DSVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed by the DS.
DSVALUBusyCycles Cycles Number of GPU cycles where vector ALU instructions are being processed by the DS.
DSSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed by the DS.
DSSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed by the DS.

GeometryShader Group

Counter Name Usage Brief Description
GSPrimsIn Items The number of primitives passed into the GS.
GSVerticesOut Items The number of vertices output by the GS.
GSVALUInstCount Items Average number of vector ALU instructions executed in the GS. Affected by flow control.
GSSALUInstCount Items Average number of scalar ALU instructions executed in the GS. Affected by flow control.
GSVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed by the GS.
GSVALUBusyCycles Cycles Number of GPU cycles where vector ALU instructions are being processed by the GS.
GSSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed by the GS.
GSSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed by the GS.

PrimitiveAssembly Group

Counter Name Usage Brief Description
PrimitivesIn Items The number of primitives received by the hardware. This includes primitives generated by tessellation.
CulledPrims Items The number of culled primitives. Typical reasons include scissor, the primitive having zero area, and back or front face culling.
ClippedPrims Items The number of primitives that required one or more clipping operations due to intersecting the view volume or user clip planes.
PAStalledOnRasterizer Percentage Percentage of GPUTime that primitive assembly waits for rasterization to be ready to accept data. This roughly indicates for what percentage of time the pipeline is bottlenecked by pixel operations.
PAStalledOnRasterizerCycles Cycles Number of GPU cycles the primitive assembly waits for rasterization to be ready to accept data. Indicates the number of GPU cycles the pipeline is bottlenecked by pixel operations.

PixelShader Group

Counter Name Usage Brief Description
PSPixelsOut Items Pixels exported from shader to color buffers. Does not include killed or alpha tested pixels; if there are multiple render targets, each render target receives one export, so this will be 2 for 1 pixel written to two RTs.
PSExportStalls Percentage Pixel shader output stalls. Percentage of GPUBusy. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.
PSExportStallsCycles Cycles Number of GPU cycles the pixel shader output stalls. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.
PSVALUInstCount Items Average number of vector ALU instructions executed in the PS. Affected by flow control.
PSSALUInstCount Items Average number of scalar ALU instructions executed in the PS. Affected by flow control.
PSVALUBusy Percentage The percentage of GPUTime vector ALU instructions are being processed by the PS.
PSVALUBusyCycles Cycles Number of GPU cycles where vector ALU instructions are being processed by the PS.
PSSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are being processed by the PS.
PSSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are being processed by the PS.

ComputeShader Group

Counter Name Usage Brief Description
CSThreadGroups Items Total number of thread groups.
CSWavefronts Items The total number of wavefronts used for the CS.
CSThreads Items The number of CS threads processed by the hardware.
CSThreadGroupSize Items The number of CS threads within each thread group.
CSVALUInsts Items The average number of vector ALU instructions executed per work-item (affected by flow control).
CSVALUUtilization Percentage The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of 64. Value range: 0% (bad), 100% (ideal - no thread divergence).
CSSALUInsts Items The average number of scalar ALU instructions executed per work-item (affected by flow control).
CSVFetchInsts Items The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control).
CSSFetchInsts Items The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control).
CSVWriteInsts Items The average number of vector write instructions to the video memory executed per work-item (affected by flow control).
CSFlatVMemInsts Items The average number of FLAT instructions that read from or write to the video memory executed per work item (affected by flow control). Includes FLAT instructions that read from or write to scratch.
CSVALUBusy Percentage The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).
CSVALUBusyCycles Cycles Number of GPU cycles where vector ALU instructions are processed.
CSSALUBusy Percentage The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).
CSSALUBusyCycles Cycles Number of GPU cycles where scalar ALU instructions are processed.
CSMemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
CSMemUnitBusyCycles Cycles Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account.
CSMemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
CSMemUnitStalledCycles Cycles Number of GPU cycles the memory unit is stalled. Try reducing the number or size of fetches and writes if possible.
CSWriteUnitStalled Percentage The percentage of GPUTime the write unit is stalled.
CSWriteUnitStalledCycles Cycles Number of GPU cycles the write unit is stalled.
CSGDSInsts Items The average number of GDS read or GDS write instructions executed per work item (affected by flow control).
CSLDSInsts Items The average number of LDS read/write instructions executed per work-item (affected by flow control).
CSFlatLDSInsts Items The average number of FLAT instructions that read from or write to LDS executed per work item (affected by flow control).
CSALUStalledByLDS Percentage The percentage of GPUTime ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad).
CSALUStalledByLDSCycles Cycles Number of GPU cycles the ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible.
CSLDSBankConflict Percentage The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad).
CSLDSBankConflictCycles Cycles Number of GPU cycles the LDS is stalled by bank conflicts. Value range: 0 (optimal) to GPUBusyCycles (bad).

TextureUnit Group

Counter Name Usage Brief Description
TexTriFilteringPct Percentage Percentage of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).
TexTriFilteringCount Items Count of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).
NoTexTriFilteringCount Items Count of pixels that did not receive trilinear filtering.
TexVolFilteringPct Percentage Percentage of pixels that received volume filtering.
TexVolFilteringCount Items Count of pixels that received volume filtering.
NoTexVolFilteringCount Items Count of pixels that did not receive volume filtering.
TexAveAnisotropy Items The average degree of anisotropy applied. A number between 1 and 16. The anisotropic filtering algorithm only applies samples where they are required (e.g. there will be no extra anisotropic samples if the view vector is perpendicular to the surface) so this can be much lower than the requested anisotropy.

DepthAndStencil Group

Counter Name Usage Brief Description
HiZTilesAccepted Percentage Percentage of tiles accepted by HiZ and will be rendered to the depth or color buffers.
HiZTilesAcceptedCount Items Count of tiles accepted by HiZ and will be rendered to the depth or color buffers.
HiZTilesRejectedCount Items Count of tiles not accepted by HiZ.
PreZTilesDetailCulled Percentage Percentage of tiles rejected because the associated prim had no contributing area.
PreZTilesDetailCulledCount Items Count of tiles rejected because the associated primitive had no contributing area.
PreZTilesDetailSurvivingCount Items Count of tiles surviving because the associated primitive had contributing area.
HiZQuadsCulled Percentage Percentage of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.
HiZQuadsCulledCount Items Count of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.
HiZQuadsAcceptedCount Items Count of quads that did continue on in the pipeline after HiZ.
PreZQuadsCulled Percentage Percentage of quads rejected based on the detailZ and earlyZ tests.
PreZQuadsCulledCount Items Count of quads rejected based on the detailZ and earlyZ tests.
PreZQuadsSurvivingCount Items Count of quads surviving detailZ and earlyZ tests.
PostZQuads Percentage Percentage of quads for which the pixel shader will run and may be postZ tested.
PostZQuadCount Items Count of quads for which the pixel shader will run and may be postZ tested.
PreZSamplesPassing Items Number of samples tested for Z before shading and passed.
PreZSamplesFailingS Items Number of samples tested for Z before shading and failed stencil test.
PreZSamplesFailingZ Items Number of samples tested for Z before shading and failed Z test.
PostZSamplesPassing Items Number of samples tested for Z after shading and passed.
PostZSamplesFailingS Items Number of samples tested for Z after shading and failed stencil test.
PostZSamplesFailingZ Items Number of samples tested for Z after shading and failed Z test.
ZUnitStalled Percentage The percentage of GPUTime the depth buffer spends waiting for the color buffer to be ready to accept data. High figures here indicate a bottleneck in color buffer operations.
ZUnitStalledCycles Cycles Number of GPU cycles the depth buffer spends waiting for the color buffer to be ready to accept data. Larger numbers indicate a bottleneck in color buffer operations.
DBMemRead Bytes Number of bytes read from the depth buffer.
DBMemWritten Bytes Number of bytes written to the depth buffer.

ColorBuffer Group

Counter Name Usage Brief Description
CBMemRead Bytes Number of bytes read from the color buffer.
CBColorAndMaskRead Bytes Total number of bytes read from the color and mask buffers.
CBMemWritten Bytes Number of bytes written to the color buffer.
CBColorAndMaskWritten Bytes Total number of bytes written to the color and mask buffers.
CBSlowPixelPct Percentage Percentage of pixels written to the color buffer using a half-rate or quarter-rate format.
CBSlowPixelCount Items Number of pixels written to the color buffer using a half-rate or quarter-rate format.

MemoryCache Group

Counter Name Usage Brief Description
L0TagConflictReadStalledCycles Items The number of cycles read operations from the L0 cache are stalled due to tag conflicts.
L0TagConflictWriteStalledCycles Items The number of cycles write operations to the L0 cache are stalled due to tag conflicts.
L0TagConflictAtomicStalledCycles Items The number of cycles atomic operations on the L0 cache are stalled due to tag conflicts.

GlobalMemory Group

Counter Name Usage Brief Description
FetchSize Bytes The total bytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
WriteSize Bytes The total bytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data cache. Value range: 0% (no hit) to 100% (optimal).
CacheMiss Percentage The percentage of fetch, write, atomic, and other instructions that miss the data cache. Value range: 0% (optimal) to 100% (all miss).
CacheHitCount Items Count of fetch, write, atomic, and other instructions that hit the data cache.
CacheMissCount Items Count of fetch, write, atomic, and other instructions that miss the data cache.
MemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
MemUnitBusyCycles Cycles Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalledCycles). This is measured with all extra fetches and writes and any cache or memory effects taken into account.
MemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
MemUnitStalledCycles Cycles Number of GPU cycles the memory unit is stalled.
WriteUnitStalled Percentage The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad).
WriteUnitStalledCycles Cycles Number of GPU cycles the Write unit is stalled.

Counters Exposed for Compute Performance Analysis

The following tables show the set of counters exposed for analysis of GPU Compute workloads, as well the family of GPUs and APUs on which each counter is available:

RDNA3 Counters

General Group

Counter Name Usage Brief Description
Wavefronts Items Total wavefronts.
VALUInsts Items The average number of vector ALU instructions executed per work-item (affected by flow control).
SALUInsts Items The average number of scalar ALU instructions executed per work-item (affected by flow control).
VFetchInsts Items The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that fetch from video memory.
SFetchInsts Items The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control).
VWriteInsts Items The average number of vector write instructions to the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that write to video memory.
GDSInsts Items The average number of GDS read or GDS write instructions executed per work item (affected by flow control).
VALUUtilization Percentage The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of the wave size. Value range: 0% (bad), 100% (ideal - no thread divergence).
VALUBusy Percentage The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).
SALUBusy Percentage The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).

LocalMemory Group

Counter Name Usage Brief Description
LDSInsts Items The average number of LDS read or LDS write instructions executed per work item (affected by flow control).
LDSBankConflict Percentage The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad).

GlobalMemory Group

Counter Name Usage Brief Description
FetchSize Kilobytes The total kilobytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
WriteSize Kilobytes The total kilobytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
L0CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L0 cache. Value range: 0% (no hit) to 100% (optimal).
L1CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L1 cache. Writes and atomics always miss this cache. Value range: 0% (no hit) to 100% (optimal).
L2CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L2 cache. Value range: 0% (no hit) to 100% (optimal).
MemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
MemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
WriteUnitStalled Percentage The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad).

RDNA2 Counters

General Group

Counter Name Usage Brief Description
Wavefronts Items Total wavefronts.
VALUInsts Items The average number of vector ALU instructions executed per work-item (affected by flow control).
SALUInsts Items The average number of scalar ALU instructions executed per work-item (affected by flow control).
VFetchInsts Items The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that fetch from video memory.
SFetchInsts Items The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control).
VWriteInsts Items The average number of vector write instructions to the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that write to video memory.
GDSInsts Items The average number of GDS read or GDS write instructions executed per work item (affected by flow control).
VALUUtilization Percentage The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of the wave size. Value range: 0% (bad), 100% (ideal - no thread divergence).
VALUBusy Percentage The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).
SALUBusy Percentage The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).

LocalMemory Group

Counter Name Usage Brief Description
LDSInsts Items The average number of LDS read or LDS write instructions executed per work item (affected by flow control).
LDSBankConflict Percentage The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad).

GlobalMemory Group

Counter Name Usage Brief Description
FetchSize Kilobytes The total kilobytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
WriteSize Kilobytes The total kilobytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
L0CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L0 cache. Value range: 0% (no hit) to 100% (optimal).
L1CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L1 cache. Writes and atomics always miss this cache. Value range: 0% (no hit) to 100% (optimal).
L2CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L2 cache. Value range: 0% (no hit) to 100% (optimal).
MemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
MemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
WriteUnitStalled Percentage The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad).

RDNA Counters

General Group

Counter Name Usage Brief Description
Wavefronts Items Total wavefronts.
VALUInsts Items The average number of vector ALU instructions executed per work-item (affected by flow control).
SALUInsts Items The average number of scalar ALU instructions executed per work-item (affected by flow control).
VFetchInsts Items The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that fetch from video memory.
SFetchInsts Items The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control).
VWriteInsts Items The average number of vector write instructions to the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that write to video memory.
GDSInsts Items The average number of GDS read or GDS write instructions executed per work item (affected by flow control).
VALUUtilization Percentage The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of the wave size. Value range: 0% (bad), 100% (ideal - no thread divergence).
VALUBusy Percentage The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).
SALUBusy Percentage The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).

LocalMemory Group

Counter Name Usage Brief Description
LDSInsts Items The average number of LDS read or LDS write instructions executed per work item (affected by flow control).
LDSBankConflict Percentage The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad).

GlobalMemory Group

Counter Name Usage Brief Description
FetchSize Kilobytes The total kilobytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
WriteSize Kilobytes The total kilobytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
L0CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L0 cache. Value range: 0% (no hit) to 100% (optimal).
L1CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L1 cache. Writes and atomics always miss this cache. Value range: 0% (no hit) to 100% (optimal).
L2CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L2 cache. Value range: 0% (no hit) to 100% (optimal).
MemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
MemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
WriteUnitStalled Percentage The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad).

Vega Counters

General Group

Counter Name Usage Brief Description
Wavefronts Items Total wavefronts.
VALUInsts Items The average number of vector ALU instructions executed per work-item (affected by flow control).
SALUInsts Items The average number of scalar ALU instructions executed per work-item (affected by flow control).
VFetchInsts Items The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that fetch from video memory.
SFetchInsts Items The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control).
VWriteInsts Items The average number of vector write instructions to the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that write to video memory.
FlatVMemInsts Items The average number of FLAT instructions that read from or write to the video memory executed per work item (affected by flow control). Includes FLAT instructions that read from or write to scratch.
GDSInsts Items The average number of GDS read or GDS write instructions executed per work item (affected by flow control).
VALUUtilization Percentage The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of 64. Value range: 0% (bad), 100% (ideal - no thread divergence).
VALUBusy Percentage The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).
SALUBusy Percentage The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).

LocalMemory Group

Counter Name Usage Brief Description
LDSInsts Items The average number of LDS read or LDS write instructions executed per work item (affected by flow control). Excludes FLAT instructions that read from or write to LDS.
FlatLDSInsts Items The average number of FLAT instructions that read from or write to LDS executed per work item (affected by flow control).
LDSBankConflict Percentage The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad).

GlobalMemory Group

Counter Name Usage Brief Description
FetchSize Kilobytes The total kilobytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
WriteSize Kilobytes The total kilobytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
L1CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L1 cache. Value range: 0% (no hit) to 100% (optimal).
L2CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data in L2 cache. Value range: 0% (no hit) to 100% (optimal).
MemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
MemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
WriteUnitStalled Percentage The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad).

Graphics IP v8 Counters

General Group

Counter Name Usage Brief Description
Wavefronts Items Total wavefronts.
VALUInsts Items The average number of vector ALU instructions executed per work-item (affected by flow control).
SALUInsts Items The average number of scalar ALU instructions executed per work-item (affected by flow control).
VFetchInsts Items The average number of vector fetch instructions from the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that fetch from video memory.
SFetchInsts Items The average number of scalar fetch instructions from the video memory executed per work-item (affected by flow control).
VWriteInsts Items The average number of vector write instructions to the video memory executed per work-item (affected by flow control). Excludes FLAT instructions that write to video memory.
FlatVMemInsts Items The average number of FLAT instructions that read from or write to the video memory executed per work item (affected by flow control). Includes FLAT instructions that read from or write to scratch.
GDSInsts Items The average number of GDS read or GDS write instructions executed per work item (affected by flow control).
VALUUtilization Percentage The percentage of active vector ALU threads in a wave. A lower number can mean either more thread divergence in a wave or that the work-group size is not a multiple of 64. Value range: 0% (bad), 100% (ideal - no thread divergence).
VALUBusy Percentage The percentage of GPUTime vector ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).
SALUBusy Percentage The percentage of GPUTime scalar ALU instructions are processed. Value range: 0% (bad) to 100% (optimal).

LocalMemory Group

Counter Name Usage Brief Description
LDSInsts Items The average number of LDS read or LDS write instructions executed per work item (affected by flow control). Excludes FLAT instructions that read from or write to LDS.
FlatLDSInsts Items The average number of FLAT instructions that read from or write to LDS executed per work item (affected by flow control).
LDSBankConflict Percentage The percentage of GPUTime LDS is stalled by bank conflicts. Value range: 0% (optimal) to 100% (bad).

GlobalMemory Group

Counter Name Usage Brief Description
FetchSize Kilobytes The total kilobytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
WriteSize Kilobytes The total kilobytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.
CacheHit Percentage The percentage of fetch, write, atomic, and other instructions that hit the data cache. Value range: 0% (no hit) to 100% (optimal).
MemUnitBusy Percentage The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).
MemUnitStalled Percentage The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).
WriteUnitStalled Percentage The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad).