Metrics List for Intel® Graphics Performance Analyzers

This section describes all metrics accessible with the Intel® Graphics Performance Analyzers.

NOTE

On Intel® HD Graphics 2500/4000: to access metrics marked with the asterisk (*), you must explicitly enable the Intel® Graphics Performance Analyzers option in your BIOS settings:

  1. Select Advanced

  2. Select System Agent (SA) Configuration

  3. Select Graphics Configuration

  4. Reboot your machine

If the BIOS on your system does not include the Intel® Graphics Performance Analyzers option, update your BIOS to the latest version from Intel. After completing your performance monitoring activity, we recommend that you disable the Intel® Graphics Performance Analyzers BIOS option and reboot your machine.

 

Metric Name

Non-Intel GPUs and
Intel GPUs prior to Intel® HD Graphics

Intel® HD Graphics

Intel® HD Graphics 3000/2000

Intel® HD Graphics 2500/4000

Intel GPA System Analyzer HUD,

Intel GPA Platform Analyzer

Intel GPA Frame Analyzer

Intel GPA System Analyzer HUD,
Intel GPA Platform Analyzer

Intel GPA Frame Analyzer

Intel GPA System Analyzer HUD,
Intel GPA Platform Analyzer

Intel GPA Frame Analyzer

Intel GPA System Analyzer HUD,
Intel GPA Platform Analyzer

Intel GPA Frame Analyzer

Compute Shader Metrics

CS Invocations

_

_

_

_

_

_

+

+

UAV Typed Reads*

_

_

_

_

_

_

_

+

UAV Typed Writes*

_

_

_

_

_

_

_

+

UAV Typed Atomic Ops*

_

_

_

_

_

_

_

+

UAV Untyped Reads*

_

_

_

_

_

_

_

+

UAV Untyped Writes*

_

_

_

_

_

_

_

+

SLM Reads*

_

_

_

_

_

_

_

+

SLM Writes*

_

_

_

_

_

_

_

+

CPU Metrics

Aggregated CPU Load

+

_

+

_

+

_

+

_

Application Time

+

_

+

_

+

_

+

_

CPU n Load

+

_

+

_

+

_

+

_

Target App CPU Load

+

_

+

_

+

_

+

_

DirectX* Metrics

Buffer Creations

+

_

+

_

+

_

+

_

Buffer Maps

+

_

+

_

+

_

+

_

Clears

+

_

+

_

+

_

+

_

Color Fills

+

_

+

_

+

_

+

_

Draw Calls

+

_

+

_

+

_

+

_

Frames per Second

+

_

+

_

+

_

+

_

Frame Number

+

_

+

_

+

_

+

_

Frame Time

+

_

+

_

+

_

+

_

IB Creations

+

_

+

_

+

_

+

_

IB Lock Time

+

_

+

_

+

_

+

_

IB Locks

+

_

+

_

+

_

+

_

Locks

+

_

+

_

+

_

+

_

Lock Time

+

_

+

_

+

_

+

_

Maps

+

_

+

_

+

_

+

_

Resource Copies

+

_

+

_

+

_

+

_

Resource Creations

+

_

+

_

+

_

+

_

RT Changes

+

_

+

_

+

_

+

_

RT Clears

+

_

+

_

+

_

+

_

RT Data Gets

+

_

+

_

+

_

+

_

Shader Creations

+

_

+

_

+

_

+

_

State Block Applies

+

_

+

_

+

_

+

_

State Block Captures

+

_

+

_

+

_

+

_

State Changes

+

_

+

_

+

_

+

_

Stretch Rects

+

_

+

_

+

_

+

_

Surface Creations

+

_

+

_

+

_

+

_

Surface Lock Time

+

_

+

_

+

_

+

_

Surface Locks

+

_

+

_

+

_

+

_

Surface Updates

+

_

+

_

+

_

+

_

Subresource Copies

+

_

+

_

+

_

+

_

Subresource Update

+

_

+

_

+

_

+

_

Texture1D Maps

+

_

+

_

+

_

+

_

Texture2D Maps

+

_

+

_

+

_

+

_

Texture3D Maps

+

_

+

_

+

_

+

_

Texture Creations

+

_

+

_

+

_

+

_

VB Creations

+

_

+

_

+

_

+

_

VB Lock Time

+

_

+

_

+

_

+

_

VB Locks

+

_

+

_

+

_

+

_

Volume Lock Time

+

_

+

_

+

_

+

_

Volume Locks

+

_

+

_

+

_

+

_

Z/Stencil Clears

+

_

+

_

+

_

+

_

Memory Read Rate

_

_

+

_

_

_

_

_

Memory Write Rate

_

_

+

_

_

_

_

_

Memory R/W Rate

_

_

+

_

_

_

_

_

Execution Units Metrics

EUs Active in CS

_

_

_

_

_

_

+

+

EUs Active in DS

_

_

_

_

_

_

+

+

EUs Active in GS

_

_

_

_

+

+

+

+

EUs Active in HS

_

_

_

_

_

_

+

+

EUs Active in PS

_

_

_

_

+

+

+

+

EUs Active in VS

_

_

_

_

+

+

+

+

EUs Stalled in CS

_

_

_

_

_

_

+

+

EUs Stalled in DS

_

_

_

_

_

_

+

+

EUs Stalled in GS

_

_

_

_

+

+

+

+

EUs Stalled in HS

_

_

_

_

_

_

+

+

EUs Stalled in PS

_

_

_

_

+

+

+

+

EUs Stalled in VS

_

_

_

_

+

+

+

+

GPU EUs Active

_

_

+

+

+

+

+

+

GPU EUs Busy

_

_

+

+

_

_

_

_

GPU EUs Idle

_

_

+

+

+

+

+

+

GPU EUs Stalled

_

_

+

+

+

+

+

+

EUs Stalled on DAP

_

_

+

+

_

_

_

_

EUs Stalled on Math

_

_

+

+

_

_

_

_

EUs Stalled on Samp.

_

_

+

+

_

_

_

_

Geometry Shader Metrics

GS Invocations

_

_

+

+

+

+

+

+

Post-GS Primitives

_

_

+

+

+

+

+

+

GPU Metrics

GPU Busy

_

_

_

_

+

_

+

_

HUD Overhead Time

+

_

+

_

+

_

_

_

Non-Culled Polygons

_

_

+

+

_

_

_

_

PS Threads

_

_

+

+

_

_

_

_

RT Sub-Span Writes

_

_

+

+

_

_

_

_

Sampler Active

_

_

+

+

_

_

_

_

Texels Sampled

_

_

+

+

_

_

+

+

Texture Memory Reads

+

_

+

_

+

_

_

_

Z-Buffer Throughput

_

_

+

+

_

_

_

_

Input-Assembler Metrics

Primitive Count

_

_

+

+

+

+

+

+

Vertex Count

_

_

+

+

+

+

+

+

Main Metrics

GPU Duration

_

+

+

+

+

+

+

+

GPU Frequency

_

+

+

+

+

+

+

_

CS Duration

_

_

_

_

_

_

+

+

DS Duration

_

_

_

_

_

_

+

+

GS Duration

_

+

_

+

+

+

+

+

HS Duration

_

_

_

_

_

_

+

+

PS Duration

_

+

_

+

+

+

+

+

VS Duration

_

+

_

+

+

+

+

+

GS is Bottleneck

_

_

_

_

_

_

+

+

VS is Bottleneck

_

_

_

_

_

_

+

+

Memory Metrics

Texture Reads*

_

_

_

_

+

+

+

+

GPU Memory Writes*

_

_

_

_

_

_

+

+

GPU Memory Reads*

_

_

_

_

_

_

+

+

Output-Merger Metrics

Alpha Test Failed

_

_

_

_

_

_

+

+

Blended Pixels*

_

_

_

_

+

+

+

+

Pixels Rendered

_

_

+

+

+

+

+

+

Sampler is Bottleneck*

_

_

_

_

_

_

+

+

Pixel Shader Metrics

PS Invocations

_

_

+

+

+

+

+

+

PS Killed Pixels

_

_

_

_

+

+

+

+

Power Metrics

CPU Power

_

_

_

_

+

_

_

_

GPU Power

_

_

_

_

+

_

_

_

Socket Power

_

_

_

_

+

_

_

_

Rasterizer Metrics

Clipper Active

_

_

_

_

+

+

_

_

Clipper Invocations

_

_

+

+

+

+

+

+

Post-Clip Primitives

_

_

+

+

+

+

+

+

Prim. Setup Active

_

_

_

_

+

+

_

_

Tesselation Metrics

Samples Written

_

_

_

_

_

_

+

+

DS Invocations

_

_

_

_

_

_

+

+

HS Invocations

_

_

_

_

_

_

+

+

Texture Sampler Metrics

Post-Filter Texels*

_

_

_

_

+

+

+

+

Sampler Busy*

_

_

_

_

+

+

+

+

Sampler Stalled

_

_

_

_

+

+

_

_

Vertex Shader Metrics

VS Invocations

_

_

+

+

+

+

+

+

Metrics List for Intel® Graphics Performance Analyzers