When comparing the number of vertices specified in a draw call vs. "Shaded vertices" and "PrimS wavefronts", the numbers don't make sense. Here is an example screenshot with the problematic numbers highlighted:
The highlighted draw call has 11904 vertices
Wavefront distribution claims there were 127 primitive shader wavefronts
The shader was running in Wave32 mode according to Pipeline state (not included in the screenshot)
But, according to the Workload section, there are only 127 shaded vertices
These numbers are clearly incorrect:
The number of shaded vertices should be equal to the first parameter of the draw call (minus vertex reuse)
127 wavefronts in Wave32 mode are only capable of processing 127*32=4064 vertices, so the number of wavefronts also can't be right
Here is another example:
On this screenshot, we see a draw call with 6 input vertcies (2 triangles), but RGP claims that the number of shaded vertices is only 1, but it created 8294400 pixels from that 1 vertex? Which also makes no sense.
When comparing the number of vertices specified in a draw call vs. "Shaded vertices" and "PrimS wavefronts", the numbers don't make sense. Here is an example screenshot with the problematic numbers highlighted:
These numbers are clearly incorrect:
Here is another example:
On this screenshot, we see a draw call with 6 input vertcies (2 triangles), but RGP claims that the number of shaded vertices is only 1, but it created 8294400 pixels from that 1 vertex? Which also makes no sense.