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content/learning-paths/mobile-graphics-and-gaming/ams/fa.md

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2. You can capture one frame burst of up to three consecutive frames. Adjust the **Frame count** as required.
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3. Select the **Capture** button to start capturing the frame burst. Wait for the capture to complete. This may take several seconds.
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3. Select the **Capture** button to start capturing the frame burst. Wait for the capture to complete. This might take several seconds.
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4. Select **Analyze** to see the results. It may take a few minutes to analyze the data.
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4. Select **Analyze** to see the results. It might take a few minutes to analyze the data.
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## Analyze the capture
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![Framebuffers view in Frame Advisor showing the selected draw call output so you can step through how the frame is built#center](images/fa_frame_buffer_view.png)
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3. In the **Content Metrics** view, sort draw calls by the number of primitives to find the most expensive objects. See whether these objects could be simplified.
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3. In the **Content Metrics** view, sort draw calls by the number of primitives to find the most expensive objects. See whether these objects can be simplified.
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![Content Metrics view in Frame Advisor sorted by primitive count with the Prims column highlighted to identify expensive draw calls#center](images/fa_content_metrics.png)
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content/learning-paths/mobile-graphics-and-gaming/ams/malioc.md

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If your frame analysis points to shader cost, compile one of your shaders. You can also use this sample shader to learn how to read the report.
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An example (`OpenGL ES`) shader is provided in [Compile your shader](https://developer.arm.com/documentation/102468/latest/Compile-your-shader) in the Arm documentation:
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The following example (`OpenGL ES`) shader is provided in [Compile your shader](https://developer.arm.com/documentation/102468/latest/Compile-your-shader) in Arm documentation:
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```C
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#version 310 es
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#define WINDOW_SIZE 5
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A = Arithmetic, LS = Load/Store, V = Varying, T = Texture
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```
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An example optimization is described in [Optimize your shader](https://developer.arm.com/documentation/102468/latest/Optimize-your-shader) in the Arm documentation:
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An example optimization is described in [Optimize your shader](https://developer.arm.com/documentation/102468/latest/Optimize-your-shader) in Arm documentation:
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```C
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#version 310 es

content/learning-paths/mobile-graphics-and-gaming/ams/pa.md

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streamline-cli -pa <options> my_capture.apc
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```
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For a list of available options, see [The Streamline-cli -pa command](https://developer.arm.com/documentation/102009/9-7/Command-line-options/The-Streamline-cli--pa-command) in the Arm documentation, or run the following command:
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For a list of available options, see [The Streamline-cli -pa command](https://developer.arm.com/documentation/102009/9-7/Command-line-options/The-Streamline-cli--pa-command) in Arm documentation, or run the following command:
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```console
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streamline-cli -pa -h
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## Specify performance budgets
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You can specify a performance budget that is reflected in the Performance Advisor report. For more information, see [Setting performance budgets](https://developer.arm.com/documentation/102009/latest/Quick-start-guide/Setting-performance-budgets) in the Arm documentation.
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You can specify a performance budget that is reflected in the Performance Advisor report. For more information, see [Setting performance budgets](https://developer.arm.com/documentation/102009/latest/Quick-start-guide/Setting-performance-budgets) in Arm documentation.
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## What you've accomplished and what's next
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You've now generated JSON and HTML Performance Advisor reports for your application.
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Next, you'll perform frame-based analysis on your application using Frame Advisor.
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Next, you'll perform frame-based analysis on your application using Frame Advisor.

content/learning-paths/mobile-graphics-and-gaming/ams/renderdoc.md

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## Run RenderDoc for Arm GPUs
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[RenderDoc for Arm GPUs](https://developer.arm.com/Tools%20and%20Software/RenderDoc%20for%20Arm%20GPUs) is an Arm fork of the [RenderDoc](https://renderdoc.org/) open-source debugger.
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[RenderDoc for Arm GPUs](https://developer.arm.com/Tools%20and%20Software/RenderDoc%20for%20Arm%20GPUs) is an Arm fork of the [RenderDoc](https://renderdoc.org/) open-source debugger.
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The Arm release includes support for API features and extensions that are available on the latest Arm GPUs, but not yet supported in upstream RenderDoc. Arm intends to contribute changes to the upstream project, but some Arm-specific or Android-specific features might be available only in the Arm fork.
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Selected events are highlighted with a green flag. The other windows in the UI update to display information for the selected event, including the render state, data resources, and GPU output.
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See the [RenderDoc documentation](https://renderdoc.org/docs/index.html#) to explore the full list of features.
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For a full list of features, see the [RenderDoc documentation](https://renderdoc.org/docs/index.html#).
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## What you've accomplished and what's next
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content/learning-paths/mobile-graphics-and-gaming/ams/streamline.md

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For instructions to use the features in the **Timeline** view, see the [Streamline User Guide](https://developer.arm.com/documentation/101816/latest/Analyze-your-capture).
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Understanding the output of Streamline is key to the usefulness of the tool. To understand how to interpret the capture from different points of view, see [Android performance triage with Streamline](https://developer.arm.com/documentation/102540/latest/).
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To understand how to interpret the capture from different points of view, see [Android performance triage with Streamline](https://developer.arm.com/documentation/102540/latest/).
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## What you've accomplished and what's next
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