Arm Performance Solutions for Heterogeneous Platforms – Panel Discussion
summary
A simple Android demo draws a 1000px circle on 1080p and proves the claim that geometry, not shader complexity, drives GPU cost. Using Streamline and Graphics Analyzer to capture counters and frame traces, the same visual shows 9,000 vs ~570 vertices (≈18×), 13 MB vs 4 MB peak bandwidth, much higher tiler activity and 3× overdraw in bad triangulation; the max area algorithm and triangle fans reduce vertices, bandwidth and tiler load, validating the optimization.
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chapters (4)
- 0:00Introduction and overview
- 2:24Profiling with Streamline
- 13:13Graphics analyzer debugging
- 25:34Resources and Q&A
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