<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
    <key>Version</key>
    <string>1.0</string>
    <key>Bottlenecks</key>
    <dict>
        <key>analysis_pbe_bound</key>
        <dict>
            <key>name</key>
            <string>Pixel Backend bound</string>
            <key>description</key>
            <string>is Pixel rate bound</string>
        </dict>
        <key>analysis_memory_bound</key>
        <dict>
            <key>name</key>
            <string>Memory bound</string>
            <key>description</key>
            <string>is memory bound</string>
        </dict>
        <key>analysis_shader_bound</key>
        <dict>
            <key>name</key>
            <string>Shader bound</string>
            <key>description</key>
            <string>is Shader bound</string>
        </dict>
        <key>analysis_vertex_bound</key>
        <dict>
            <key>name</key>
            <string>Vertex bound</string>
            <key>description</key>
            <string>is vertex rate bound</string>
        </dict>
    </dict>
    <key>DerivedCounters</key>
    <dict>
		<key>GPUUtilization</key>
		<dict>
			<key>counters</key>
			<array>
				<string>GPU_BusyTics</string>
				<string>GPU_CoreClocks</string>
			</array>
			<key>name</key>
			<string>GPU Utilization</string>
			<key>description</key>
			<string>Percentage of time the GPU was busy</string>
			<key>type</key>
			<string>Percentage</string>
		</dict>
		<key>ShaderCoreActive</key>
		<dict>
			<key>counters</key>
			<array>
				<string>EuActive_Flex0</string>
				<string>GPU_BusyTics</string>
				<string>EUCoreCount</string>
			</array>
			<key>name</key>
			<string>Shader Core Active</string>
			<key>description</key>
			<string>Percentage of GPU time the Shader Core did active work</string>
			<key>type</key>
			<string>Percentage</string>
		</dict>
		<key>ShaderCoreStall</key>
		<dict>
			<key>counters</key>
			<array>
				<string>EuStall_Flex1</string>
				<string>GPU_BusyTics</string>
				<string>EUCoreCount</string>
			</array>
			<key>name</key>
			<string>Shader Core Stall</string>
			<key>description</key>
			<string>Percentage of GPU time the Shader Core was stalled</string>
			<key>type</key>
			<string>Percentage</string>
		</dict>
		<key>VertexCost</key>
		<dict>
			<key>counters</key>
			<array>
				<string>VSEuActive_Flex6</string>
				<string>EuActive_Flex0</string>
			</array>
			<key>name</key>
			<string>Vertex Cost</string>
			<key>description</key>
			<string>Ratio of Vertex Shader to Shader Core time as a percentage</string>
			<key>type</key>
			<string>Percentage</string>
		</dict>
		<key>PixelCost</key>
		<dict>
			<key>counters</key>
			<array>
				<string>PSEuActive_Flex12</string>
				<string>EuActive_Flex0</string>
			</array>
			<key>name</key>
			<string>Pixel Cost</string>
			<key>description</key>
			<string>Ratio of Pixel Shader to Shader Core time as a percentage</string>
			<key>type</key>
			<string>Percentage</string>
		</dict>
		<key>GTRingBW</key>
		<dict>
			<key>counters</key>
			<array>
				<string>gam_total_reads2ring</string>
				<string>gam_total_writes2ring</string>
				<string>GPU_delta_timestamp</string>
			</array>
			<key>name</key>
			<string>GPU Ring Bandwidth</string>
			<key>description</key>
			<string>GPU Ring Bandwidth in GB/s</string>
			<key>type</key>
			<string>Rate</string>
		</dict>
		<key>DRAMBW</key>
		<dict>
			<key>counters</key>
			<array>
				<string>DRAMReads</string>
				<string>DRAMWrites</string>
				<string>GPU_delta_timestamp</string>
			</array>
			<key>name</key>
			<string>GPU DRAM Bandwidth</string>
			<key>description</key>
			<string>GPU DRAM Bandwidth in GB/s</string>
			<key>type</key>
			<string>Rate</string>
		</dict>
		<key>PixelShaderInvocations</key>
		<dict>
			<key>counters</key>
			<array>
				<string>PsInvocations</string>
			</array>
			<key>name</key>
			<string>Pixel Shader Invocations</string>
			<key>description</key>
			<string>Number of pixel shader invocations</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>VertexShaderInvocations</key>
		<dict>
			<key>counters</key>
			<array>
				<string>VsInvocations</string>
			</array>
			<key>name</key>
			<string>Vertex Shader Invocations</string>
			<key>description</key>
			<string>Number of vertex shader invocations</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>ComputeShaderInvocations</key>
		<dict>
			<key>counters</key>
			<array>
				<string>CsInvocations</string>
			</array>
			<key>name</key>
			<string>Compute Shader Invocations</string>
			<key>description</key>
			<string>Number of compute shader invocations</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>PixelToVertexRatio</key>
		<dict>
			<key>counters</key>
			<array>
				<string>PsInvocations</string>
				<string>VsInvocations</string>
			</array>
			<key>name</key>
			<string>Pixel to Vertex Ratio</string>
			<key>description</key>
			<string>Ratio of pixels to vertices in the pipeline</string>
			<key>type</key>
			<string>Ratio</string>
		</dict>
		<key>PixelsPerPrimitive</key>
		<dict>
			<key>counters</key>
			<array>
				<string>PsInvocations</string>
				<string>IAPrimitives</string>
			</array>
			<key>name</key>
			<string>Pixel to Primitive Ratio</string>
			<key>description</key>
			<string>Ratio of pixels to primitives in the pipeline</string>
			<key>type</key>
			<string>Ratio</string>
		</dict>
		<key>VerticesSubmitted</key>
		<dict>
			<key>counters</key>
			<array>
				<string>IAVertices</string>
			</array>
			<key>name</key>
			<string>Vertices Submitted</string>
			<key>description</key>
			<string>Number of vertices submitted to the 3D pipeline</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>VerticesRendered</key>
		<dict>
			<key>counters</key>
			<array>
				<string>ClipperPrimitives</string>
				<string>IAVertices</string>
				<string>IAPrimitives</string>
			</array>
			<key>name</key>
			<string>Vertices Rendered</string>
			<key>description</key>
			<string>Number of vertices rendered to the 3D pipeline</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>VerticesPerClock</key>
		<dict>
			<key>counters</key>
			<array>
				<string>IAVertices</string>
				<string>GPU_BusyTics</string>
			</array>
			<key>name</key>
			<string>Vertices per clock</string>
			<key>description</key>
			<string>Number of vertices processed per clock tic</string>
			<key>type</key>
			<string>Rate</string>
		</dict>
		<key>PrimitivesSubmitted</key>
		<dict>
			<key>counters</key>
			<array>
				<string>IAPrimitives</string>
			</array>
			<key>name</key>
			<string>Primitives Submitted</string>
			<key>description</key>
			<string>Number of primitives submitted to the 3D pipeline</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>PrimitivesRendered</key>
		<dict>
			<key>counters</key>
			<array>
				<string>ClipperPrimitives</string>
			</array>
			<key>name</key>
			<string>Primitives Rendered</string>
			<key>description</key>
			<string>Number of primitives rendered to the 3D pipeline</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>PrimitivesClipped</key>
		<dict>
			<key>counters</key>
			<array>
				<string>ClipperPrimitives</string>
				<string>IAPrimitives</string>
			</array>
			<key>name</key>
			<string>Primitives Clipped</string>
			<key>description</key>
			<string>Number of primitives discarded by the clipper</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>PixelsFailingHiZ</key>
		<dict>
			<key>counters</key>
			<array>
				<string>Pixels_2x2_Fail_HiZ_PrePS</string>
				<string>Pixels_2x2_Fail_Early_PrePS</string>
			</array>
			<key>name</key>
			<string>Pixels Failing HiZ Tests</string>
			<key>description</key>
			<string>Number of pixels rejected due to HiZ tests</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>PixelsFailingPostPS</key>
		<dict>
			<key>counters</key>
			<array>
				<string>Pixels_2x2_Fail_PostPS</string>
			</array>
			<key>name</key>
			<string>Pixels Failing Post-PS Tests</string>
			<key>description</key>
			<string>Number of pixels rejected due to post pixel shader tests</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>PixelsWrittenToMemory</key>
		<dict>
			<key>counters</key>
			<array>
				<string>Samples_2x2_Written</string>
				<string>Samples_2x2_Blended_Written</string>
			</array>
			<key>name</key>
			<string>Pixels Written to Memory</string>
			<key>description</key>
			<string>Number of pixels written out to memory by the output merger</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>PixelsProcessed</key>
		<dict>
			<key>counters</key>
			<array>
				<string>Pixels_2x2_Rasterized</string>
				<string>Pixels_2x2_Fail_HiZ_PrePS</string>
				<string>Pixels_2x2_Fail_Early_PrePS</string>
			</array>
			<key>name</key>
			<string>Pixels Processed</string>
			<key>description</key>
			<string>Number of pixels processed by the shader core</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>PixelsDiscarded</key>
		<dict>
			<key>counters</key>
			<array>
				<string>Samples_2x2_Killed_PS</string>
			</array>
			<key>name</key>
			<string>Pixels Discarded</string>
			<key>description</key>
			<string>Number of pixels discarded by the shader core</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>PixelsWrittenPerClock</key>
		<dict>
			<key>counters</key>
			<array>
				<string>Samples_2x2_Written</string>
				<string>Samples_2x2_Blended_Written</string>
				<string>GPU_BusyTics</string>
			</array>
			<key>name</key>
			<string>Pixels Written to Memory per clock tic</string>
			<key>description</key>
			<string>Number of pixels written out to memory per GPU clock tic</string>
			<key>type</key>
			<string>Rate</string>
		</dict>
		<key>TextureUnitBusy</key>
		<dict>
			<key>counters</key>
			<array>
				<string>s0_ss0_sampler_is_busy</string>
				<string>s0_ss1_sampler_is_busy</string>
				<string>GPU_BusyTics</string>
			</array>
			<key>name</key>
			<string>Texture Unit Busy</string>
			<key>description</key>
			<string>Percentage of GPU time the texture unit was doing active work</string>
			<key>type</key>
			<string>Percentage</string>
		</dict>
		<key>TextureUnitStalled</key>
		<dict>
			<key>counters</key>
			<array>
				<string>s0_ss0_sampler_is_bottleneck</string>
				<string>s0_ss1_sampler_is_bottleneck</string>
				<string>GPU_BusyTics</string>
			</array>
			<key>name</key>
			<string>Texture Unit Stalled</string>
			<key>description</key>
			<string>Percentage of GPU time the texture unit was stalled</string>
			<key>type</key>
			<string>Percentage</string>
		</dict>
		<key>SamplerL3Throughput</key>
		<dict>
			<key>counters</key>
			<array>
				<string>s0_ss0_sampler_cache_miss</string>
				<string>s0_ss1_sampler_cache_miss</string>
			</array>
			<key>name</key>
			<string>Sampler to L3 Throughput</string>
			<key>description</key>
			<string>Throughput in bytes between Sampler and L3 cache</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>L3GtiThroughput</key>
		<dict>
			<key>counters</key>
			<array>
				<string>gam_l3_tlb_hit</string>
				<string>gam_l3_tlb_miss</string>
			</array>
			<key>name</key>
			<string>L3 to memory Throughput</string>
			<key>description</key>
			<string>Throughput in bytes between L3 and memory caches</string>
			<key>type</key>
			<string>Count</string>
		</dict>
		<key>L3HitRate</key>
		<dict>
			<key>counters</key>
			<array>
				<string>s0_ss0_sampler_cache_miss</string>
				<string>s0_ss1_sampler_cache_miss</string>
				<string>Shader_HDC_MemoryAccess</string>
				<string>gam_l3_tlb_hit</string>
				<string>gam_l3_tlb_miss</string>
			</array>
			<key>name</key>
			<string>L3 Hit Rate</string>
			<key>description</key>
			<string>Percentage of cache hits in L3 cache</string>
			<key>type</key>
			<string>Percentage</string>
		</dict>
    </dict>
</dict>
</plist>
