I am developing a visualization application which at the moment has a very simple scene content: a static but quite large rectangular triangle mesh defined as a VBO, and which extends well beyond the viewport.
When I run the Grapher, I see significant variations in such metrics as Reused vertices/Second, % Vertex Fetch Stall, GPU % Busy, etc.
I wonder if these variations in the graphs are caused by the Profiler accessing the Adreno registeres where the performance data is stored, or the Profiler accesses GMEM directly via adb, and calculates this data at time intervals defined by frequency in the Profiler's GUI?
I also noticed that the number of clipped primitives is always zero. What is the size of the guardband? Can I control it in my app?