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Simplify PowerVR counters validation
Fixes validation for Nokia 31
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‎gapis/trace/android/powervr/validate.go

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Original file line numberDiff line numberDiff line change
@@ -27,62 +27,11 @@ import (
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var (
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// Counters available on GPUs based on the PowerVR Rogue architecture.
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rogueCounters = []validate.GpuCounter{
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{0, "Triangles In", counterCheckerHaveNonZero()},
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{1, "Triangles In per Draw", counterCheckerHaveNonZero()},
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{2, "Triangles Out", counterCheckerHaveNonZero()},
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{3, "Triangle Ratio", counterCheckerHaveNonZero()},
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{4, "Vertex Sharing", counterCheckerHaveNonZero()},
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{5, "Tiles per Triangle", counterCheckerHaveNonZero()},
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{6, "Geometry Load", counterCheckerHaveNonZero()},
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{7, "HSR Efficiency", counterCheckerNonNegative()},
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{8, "Overdraw", counterCheckerNonNegative()},
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{9, "ISP Pixel Load", counterCheckerHaveNonZero()},
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{10, "Z Load/Store", counterCheckerNonNegative()},
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{11, "ISP Throughput", counterCheckerHaveNonZero()},
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{12, "Pixels Out", counterCheckerHaveNonZero()},
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{13, "PBE Load", counterCheckerHaveNonZero()},
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{14, "Vertex Shader Load", counterCheckerHaveNonZero()},
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{15, "Fragment Shader Load", counterCheckerHaveNonZero()},
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{16, "Compute Shader Load", counterCheckerNonNegative()},
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{17, "Shaded Vertices", counterCheckerHaveNonZero()},
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{18, "Shaded Fragments", counterCheckerHaveNonZero()},
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{19, "Processed Kernels", counterCheckerNonNegative()},
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{20, "Cycles per Vertex", counterCheckerHaveNonZero()},
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{21, "Cycles per Fragment", counterCheckerHaveNonZero()},
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{22, "Cycles per Kernel", counterCheckerNonNegative()},
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{23, "Register Overload", counterCheckerNonNegative()},
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{24, "Texture Unit Active", counterCheckerNonNegative()},
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{25, "Texture Unit Overload", counterCheckerNonNegative()},
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{26, "GPU Memory Interface Load", counterCheckerHaveNonZero()},
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{27, "GPU Clock Speed", counterCheckerHaveNonZero()},
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}
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// Counters available on GPUs based on the PowerVR Series A/B/C & Furian architectures.
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seriesCounters = []validate.GpuCounter{
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{0, "Triangles In", counterCheckerHaveNonZero()},
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{1, "Triangles Out", counterCheckerHaveNonZero()},
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{2, "Triangle Ratio", counterCheckerHaveNonZero()},
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{3, "Vertex Sharing", counterCheckerHaveNonZero()},
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{4, "HSR Efficiency", counterCheckerNonNegative()},
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{5, "ISP Pixel Load", counterCheckerHaveNonZero()},
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{6, "ISP Throughput", counterCheckerHaveNonZero()},
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{7, "Vertex Shader Load", counterCheckerHaveNonZero()},
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{8, "Fragment Shader Load", counterCheckerHaveNonZero()},
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{9, "Compute Shader Load", counterCheckerNonNegative()},
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{10, "Shaded Vertices", counterCheckerHaveNonZero()},
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{11, "Shaded Fragments", counterCheckerHaveNonZero()},
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{12, "Processed Kernels", counterCheckerNonNegative()},
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{13, "Cycles per Vertex", counterCheckerHaveNonZero()},
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{14, "Cycles per Fragment", counterCheckerHaveNonZero()},
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{15, "Cycles per Kernel", counterCheckerNonNegative()},
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{16, "Register Overload: Vertex", counterCheckerNonNegative()},
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{17, "Register Overload: Fragment", counterCheckerNonNegative()},
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{18, "Register Overload: Compute", counterCheckerNonNegative()},
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{19, "Texture Unit Active", counterCheckerNonNegative()},
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{20, "Texture Samples per Fragment", counterCheckerNonNegative()},
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{21, "Cycles per Texture Sample", counterCheckerNonNegative()},
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{22, "Texture Read Stall", counterCheckerNonNegative()},
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{23, "GPU Memory Interface Load", counterCheckerHaveNonZero()},
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{24, "GPU Clock Speed", counterCheckerHaveNonZero()},
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}
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)

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