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159 lines
11 KiB
Markdown
159 lines
11 KiB
Markdown
---
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name: mali-gpu-counters
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description: Capture and compare Mali GPU hardware counters (fragment/vertex cycles, tiles, ZS, bandwidth, tile write elimination) on a rooted Android phone through perfetto and the vendor's libgpudataproducer, to find where one renderer spends more GPU time than another. Use when a GPU-bound workload is slower on Magma (DirectVulkan) than on the device's GLES driver, or slower after a change, and you need to know which part of the GPU pipeline the gap is in.
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---
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# Mali GPU performance counters
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Use this to answer "where does Magma spend the GPU time that the system GLES driver (or the previous build) doesn't?" on a Mali phone. Two captures, each normalized per frame, show which pipeline stage is responsible: vertex/tiling, fragment shading, depth testing, or memory bandwidth. Do this before guessing at shader or pass-structure fixes.
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The workflow was built and verified on a MediaTek MT6893 (Mali-G77 MC9, r32 driver, TrebleDroid). The vendor library path and counter IDs can differ on other devices; step 2 shows how to list them.
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## Prerequisites
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- A rooted phone (`adb root` or `su`). Check that `/vendor/lib64/libgpudataproducer.so` exists. This is the vendor library behind Android GPU Inspector's counters.
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- The workload must be **GPU-bound**. Check `/sys/kernel/ged/hal/gpu_utilization` on MediaTek (first field ≥ 90%). Otherwise counter differences say nothing about FPS.
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- Fixed clocks, so cycles are comparable across runs. On MT6893:
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- GPU: `echo 836000 > /proc/gpufreq/gpufreq_opp_freq`.
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- CPU: `echo 7 1 > /proc/ppm/policy_status`, then `echo <cluster> <kHz>` into `/proc/ppm/policy/userlimit_{min,max}_cpu_freq`.
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- The sysfs `scaling_*_freq` files are read-only there.
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- Restore everything afterwards.
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- Host: the NDK, `protoc`, and a venv with `pip install perfetto` (TraceProcessor downloads its shell binary on first use).
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## 1. Start the counter producer
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`gpuprod.c` dlopens the vendor library and calls its exported `start()`, which registers the perfetto data source `gpu.counters`.
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```sh
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$NDK/toolchains/llvm/prebuilt/linux-x86_64/bin/aarch64-linux-android30-clang -O2 -o gpuprod gpuprod.c
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adb push gpuprod /data/local/tmp/ && adb shell chmod 755 /data/local/tmp/gpuprod
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adb shell 'su -c "getenforce"' # note the mode to restore later
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adb shell 'su -c "setenforce 0; nohup /data/local/tmp/gpuprod > /data/local/tmp/gpuprod.log 2>&1 &"'
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adb shell perfetto --query | grep gpu.counters # must list /data/local/tmp/gpuprod
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```
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It needs SELinux permissive. **Afterwards**, kill the producer (`su -c "kill $(pidof gpuprod)"`) and restore the mode (`setenforce 1` if it was Enforcing).
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## 2. List the counters this GPU offers
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A capture without `counter_ids` records nothing, and the IDs are device-specific. Read them from the producer's descriptor:
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```sh
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adb exec-out perfetto --query-raw > qraw.bin
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protoc --decode_raw < qraw.bin > qraw.txt
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python3 - <<'P'
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import re
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s = open('qraw.txt').read()
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for i, n in re.findall(r'\n\s*1: (\d+)\n\s*2: "([^"\n]{2,90})"\n\s*3: "', s):
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print(i, n)
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P
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```
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IDs below 65535 are raw hardware counters. IDs 65535 and up are derived expressions (percentages, rates). Prefer raw counters: they add up over time, while ratios don't.
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On the Mali-G77 these raw IDs were the useful set:
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| ID | Counter | Use |
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|---|---|---|
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| 6 | GPU active cycles | total GPU cost |
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| 196 / 214 | Fragment / non-fragment active cycles | which side the gap is on |
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| 68 | Tiler active cycles | vertex + binning cost |
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| 160 / 175 | Output external read / write beats | DRAM bandwidth |
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| 210 | Tiles | how many tile passes the frame runs (≈ passes × screen tiles) |
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| 211 | Constant tiles killed | tile write-backs eliminated because the tile was unchanged |
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| 254 | Tile buffer write beats to L2 | tile write-back traffic |
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| 203 / 202 | Rasterized / partial rasterized quads | fragment workload size |
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| 204 / 206 | Early ZS tested / killed quads | early depth test working |
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| 207 / 208 | Late ZS tested / killed quads | shaders forced to late ZS (discard, depth writes, clears via shader) |
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| 212 | FPK occluder quads | forward pixel kill |
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| 234 | Texture quads | quads that sample textures |
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| 219 / 220 / 221 / 222 | FMA / CVT / SFU / message instructions | shader instruction mix |
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| 242 / 243 | 32-bit / 16-bit interpolation active | fp32 vs fp16 varyings |
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| 209 | Warps using more than 32 registers | register pressure |
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| 70 / 75 | Triangle / visible primitives | geometry identity check |
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| 85 / 101 | IDVS position / varying shading requests | vertex shading |
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`counters.cfg` captures this set: 5 s at a 20 ms sampling period.
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## 3. Capture each renderer
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Get each renderer into the same steady scene: same camera, frozen world time, same resolution. Then capture while it runs:
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```sh
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adb push counters.cfg /data/local/tmp/
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adb shell 'cat /data/local/tmp/counters.cfg | perfetto --txt -c - -o /data/misc/perfetto-traces/cnt.pftrace'
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adb pull /data/misc/perfetto-traces/cnt.pftrace A.pftrace
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```
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- Record each run's FPS during the capture (for example, the on-screen FPS counter in a screenshot taken right after).
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- Change only the renderer between captures.
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- Cool the phone between runs and keep the clocks locked.
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## 4. Compare per frame
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```sh
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python compare.py A.pftrace <fpsA> B.pftrace <fpsB>
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```
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It sums each counter over the capture, converts to per second, divides by FPS, and prints A/frame, B/frame and B/A, sorted by A's per-frame cost. Many values come out fractional, because the producer averages per-core counters across shader cores. Only the ratios matter.
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## 5. Read the result
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Work top-down:
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1. **GPU active cycles B/A**: the size of the gap. It should roughly match the FPS ratio when GPU-bound.
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2. **Fragment vs non-fragment active cycles.** Whichever ratio is above 1 holds the gap. Equal vertex counters (non-fragment, tiler, primitives, IDVS) mean the geometry and vertex shading are identical, so look only at fragment work.
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3. **Tiles.** B/A ≈ 1 + k means B renders about k extra full-screen passes per frame. Typical causes:
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- a standalone clear pass;
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- a pass split by a mid-frame upload or barrier;
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- a blit, copy or clear outside a render pass (Mali runs those as fragment jobs too).
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Find them with a per-frame Vulkan command census (see [Census of Magma's Vulkan commands](#census-of-magmas-vulkan-commands)).
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4. **Rasterized quads, late ZS, texture quads.**
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- With equal tiles: more rasterized quads mean extra full-screen draws inside a pass. For example, `vkCmdClearAttachments` mid-pass costs about one screen of quads each time.
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- High late-ZS counts mean fragments lost the early depth test: shaders with `discard`, `gl_FragDepth` or `gl_SampleMask` writes, or clears implemented as shader draws.
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- More early-ZS kills with equal visible primitives often mean the same thing seen from the other side.
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5. **External write beats vs tile buffer write beats.**
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- If B's extra external writes ≈ extra tile write beats × shader-core count, the difference is tile write-back.
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- Check `Constant tiles killed`: the GLES driver eliminates write-back of unchanged tiles. A Vulkan path with a much lower count is losing that elimination.
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- In a static benchmark scene this is a big effect. With a moving camera it is a small one.
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6. **Instruction mix and interpolation.** More FMA or CVT instructions with equal quads point at shader code quality. Much more 32-bit than 16-bit interpolation points at precision: for example, ESSL `mediump` lost when a backend recompiles the shader as desktop GLSL.
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## Census of Magma's Vulkan commands
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When the tile count says Magma runs extra passes, find out which ones. Use a temporary, never-committed build:
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- **Wrappers:** write a header that declares counting wrappers and maps each `vkCmd*` entry point to its wrapper with a function-like macro (`#define vkCmdBeginRenderPass(...) Census_BeginRenderPass(__VA_ARGS__)`). Function-like macros leave function-pointer assignments such as `fns.vkCmdBeginRenderPass = vkCmdBeginRenderPass;` alone.
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- Include `VK_USE_PLATFORM_ANDROID_KHR` before `<vulkan/vulkan.h>` in that header.
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- Map at least render pass begin, render pass creation (to record each pass's load/store ops), blit, copy, clear (including `vkCmdClearAttachments`), resolve, dispatch, barrier, submit and present.
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- **Force-include:** apply it only to the DirectVulkan sources:
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```cmake
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file(GLOB _census ${CMAKE_CURRENT_SOURCE_DIR}/MobileGL/MG_Backend/DirectVulkan/*.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/MobileGL/MG_Backend/DirectVulkan/Renderer/*.cpp)
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list(FILTER _census EXCLUDE REGEX "Census") # the wrapper definitions must call the real entry points
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set_source_files_properties(${_census} PROPERTIES COMPILE_OPTIONS "-include;<path>/Census.h")
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```
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- **Recording:** in each wrapper, key the count by kind, the caller's offset in the library (`__builtin_return_address(0)` minus `dladdr`'s `dli_fbase`) and details: render area plus load/store ops for passes, area for clears and blits. In the present wrapper, every few seconds, log the counts divided by the number of frames to logcat.
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- **Symbolize** the offsets against the unstripped library: `llvm-addr2line -f -C -i -e build/intermediates/cxx/RelWithDebInfo/*/obj/arm64-v8a/libMobileGL.so 0x<offset>`. The library under `stripped_native_libs` has no symbols. If a wrapper's caller is a shared helper, log `__builtin_return_address(1..5)` inside that helper; arm64 Android keeps frame pointers.
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## Example: Magma vs the system driver
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Minecraft 1.12.2 with OptiFine at 2400×1080 on a Mali-G77, clocks locked, SFPEW over each backend:
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| Finding | Counters | Cause | Fix |
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| Fragment active cycles 1.33×, tiles 1.46× | rasterized quads, late ZS and tiles all up; vertex counters equal | one extra full-screen depth-only pass per frame (census: `vkCmdBeginRenderPass` with only `D24S8` LOAD/STORE, plus a full-screen `vkCmdClearAttachments`) | a window clear with a window pass open now ends the pass and folds into the next one (`VulkanRenderer::DeferDefaultWireClear`) |
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| Extra external writes 1.7× | tile buffer write beats ≈ 23×, constant tiles killed 0.07× | the GLES driver eliminates the write-back of unchanged tiles in a static scene; Magma's attachments get none | still open |
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| Fragment cycles still 1.18× with equal tiles | rasterized quads 1.26×, late ZS 1.44× | the game's two in-pass depth clears per frame, recorded as full-screen `vkCmdClearAttachments` | under investigation |
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Separately, SFPEW hands MobileGL ESSL with `precision mediump float;` inside `#ifdef GL_ES`. The source processor rewrites ESSL to desktop GLSL with `GL_ES` undefined, so that guard silently turned the shaders fp32. 16-bit interpolation counters and the RelaxedPrecision decorations in the SPIR-V show this kind of loss.
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## Pitfalls
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- **Unlocked clocks.** Cycle counts are only comparable at the same GPU frequency, and FPS also depends on the CPU clock when the workload is not fully GPU-bound.
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- **Not checking the build.** Before comparing builds, verify that each run actually ran the build you think it did. `adb install -r` of an APK with a lower versionCode fails with `INSTALL_FAILED_VERSION_DOWNGRADE`, and the run silently uses whatever was installed.
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- **Different scenes.** Counters from different scenes or camera angles are not comparable at all. Freeze world time and camera position between runs.
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- **Leaving the phone modified.** The producer and permissive SELinux stay in place until you undo them. Restore both, and the clock locks, when you are done.
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