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A.1. Vertex processor performance counters

Table A.1 lists Mali GPU performance counters that monitor the vertex processor.

Table A.1. Vertex processor performance counters
Counter NameDescription
Active cyclesNumber of cycles per frame the vertex processor was active.
Active cycles, bounding box and command generatorNumber of active cycles per frame spent by the vertex processor Polygon List Builder Unit setting up bounding boxes and commands. This is mainly graphics primitives. This includes time spent waiting on the bus.
Active cycles, PLBU command processorNumber of cycles per frame the vertex processor PLBU command processor was active including time waiting for semaphores.
Active cycles, PLBU geometry processingNumber of cycles per frame the vertex processor PLBU was active, excepting final data output. This is the number of active cycles through the prepare list commands. This includes time spent waiting on the bus.
Active cycles, PLBU primitive assemblyNumber of active cycles per frame spent by the vertex processor PLBU doing primitive assembly. This does not include scissoring or final output. This does include time spent waiting on the bus.
Active cycles, PLBU tile iteratorNumber of active cycles per frame spent by the vertex processor PLBU iterating over the tiles in the bounding box generating commands, this is mainly because of graphics primitives. This includes time spent waiting on the bus.
Active cycles, PLBU vertex fetcherNumber of active cycles per frame spent by the vertex processor PLBU fetching vertex data. This includes time spent waiting on the bus.
Active cycles, scissor tile iteratorNumber of active cycles per frame spent by the vertex processor PLBU iterating over tiles to perform scissoring. This includes time spent waiting on the bus.
Active cycles, vertex loaderNumber of cycles per frame the vertex loader unit was active.
Active cycles, vertex shaderNumber of cycles per frame the vertex shader unit was active.
Active cycles, vertex shader command processorNumber of cycles per frame the vertex shader command processor was active. This includes time waiting for semaphores.
Active cycles, vertex storerNumber of cycles per frame the vertex storer unit was active.
Commands written to tiles

Number of commands written by vertex processor to the fragment processor input data structure per frame.

These commands are eight bytes, mainly primitives.

Cycles vertex loader waiting for vertex shader

Number of cycles per frame the vertex loader was idle while waiting on the vertex shader.

Mali GP2 PLBU cycles per frameNumber of cycles per frame the vertex processor PLBU output unit was active writing the fragment processor input data structure including time spent waiting on the bus.
Memory blocks allocatedNumber of overflow data blocks required for outputting the fragment processor input data structure per frame.
Primitives culledNumber of graphics primitives culled per frame because they were seen from the back or because they were out of out of the frustum.
Primitives fetchedNumber of graphics primitives fetched by the vertex processor per frame.
Read bursts, system busNumber of read bursts by the vertex processor from the system bus per frame.
Vertex loader cache missesNumber of cache misses in the vertex input unit of the vertex shader per frame.
Vertices fetchedNumber of vertices fetched by the vertex processor per frame.
Vertices processedNumber of vertices processed by the vertex processor per frame.
Words read, system busTotal number of 64-bit words read by the vertex processor from the system bus per frame.
Words written, system busTotal number of 64-bit words written by the vertex processor to the system bus per frame.
Write bursts, system busNumber of write bursts from the vertex processor to the system bus per frame.