Lines Matching refs:Units
123 counter("GPU Frequency", Counter::Units::Hertz, [=]() {
128 counter("GPU % Utilization", Counter::Units::Percent, [=]() {
133 counter("TP L1 Cache Misses", Counter::Units::None, [=]() {
138 counter("Shader Core Utilization", Counter::Units::Percent, [=]() {
144 counter("(?) % Texture Fetch Stall", Counter::Units::Percent, [=]() {
150 counter("(?) % Vertex Fetch Stall", Counter::Units::Percent, [=]() {
155 counter("L1 Texture Cache Miss Per Pixel", Counter::Units::None, [=]() {
160 counter("% Texture L1 Miss", Counter::Units::Percent, [=]() {
165 counter("% Texture L2 Miss", Counter::Units::Percent, [=]() {
171 counter("(?) % Stalled on System Memory", Counter::Units::Percent, [=]() {
176 counter("Pre-clipped Polygons / Second", Counter::Units::None, [=]() {
181 counter("% Prims Trivially Rejected", Counter::Units::Percent, [=]() {
186 counter("% Prims Clipped", Counter::Units::Percent, [=]() {
191 counter("Average Vertices / Polygon", Counter::Units::None, [=]() {
196 counter("Reused Vertices / Second", Counter::Units::None, [=]() {
201 counter("Average Polygon Area", Counter::Units::None, [=]() {
207 // counter("% Shaders Busy", Counter::Units::Percent, [=]() {
212 counter("Vertices Shaded / Second", Counter::Units::None, [=]() {
217 counter("Fragments Shaded / Second", Counter::Units::None, [=]() {
222 counter("Vertex Instructions / Second", Counter::Units::None, [=]() {
228 counter("Fragment Instructions / Second", Counter::Units::None, [=]() {
235 counter("Fragment ALU Instructions / Sec (Full)", Counter::Units::None, [=]() {
240 counter("Fragment ALU Instructions / Sec (Half)", Counter::Units::None, [=]() {
245 counter("Fragment EFU Instructions / Second", Counter::Units::None, [=]() {
250 counter("Textures / Vertex", Counter::Units::None, [=]() {
255 counter("Textures / Fragment", Counter::Units::None, [=]() {
260 counter("ALU / Vertex", Counter::Units::None, [=]() {
265 counter("EFU / Vertex", Counter::Units::None, [=]() {
270 counter("ALU / Fragment", Counter::Units::None, [=]() {
276 counter("EFU / Fragment", Counter::Units::None, [=]() {
281 counter("% Time Shading Vertices", Counter::Units::Percent, [=]() {
289 counter("% Time Shading Fragments", Counter::Units::Percent, [=]() {
297 counter("% Time Compute", Counter::Units::Percent, [=]() {
305 counter("% Shader ALU Capacity Utilized", Counter::Units::Percent, [=]() {
313 counter("% Time ALUs Working", Counter::Units::Percent, [=]() {
318 counter("% Time EFUs Working", Counter::Units::Percent, [=]() {
323 counter("% Anisotropic Filtered", Counter::Units::Percent, [=]() {
328 counter("% Linear Filtered", Counter::Units::Percent, [=]() {
333 counter("% Nearest Filtered", Counter::Units::Percent, [=]() {
338 counter("% Non-Base Level Textures", Counter::Units::Percent, [=]() {
344 // counter("Read Total (Bytes/sec)", Counter::Units::Byte, [=]() {
350 // counter("Write Total (Bytes/sec)", Counter::Units::Byte, [=]() {
356 // counter("Texture Memory Read BW (Bytes/Second)", Counter::Units::Byte, [=]() {
362 counter("(?) Vertex Memory Read (Bytes/Second)", Counter::Units::Byte, [=]() {
368 counter("SP Memory Read (Bytes/Second)", Counter::Units::Byte, [=]() {
373 counter("Avg Bytes / Fragment", Counter::Units::Byte, [=]() {
378 counter("Avg Bytes / Vertex", Counter::Units::Byte, [=]() {
383 counter("Preemptions / second", Counter::Units::None, [=]() {
388 counter("Avg Preemption Delay", Counter::Units::None, [=]() {
678 Counter::Units units,
691 FreedrenoDriver::counter(std::string name, Counter::Units units,