Over a last few days, I've been working on a tool to allow watching
a live view of the texture usage of a DRI application. I'm not going to
go into a lot of detail here - there is a more complete description at:
http://fishsoup.net/software/texturetop/
And an even more complete README files linked to from here, but the 10 second description of the change to the DRI source code is this:
This is something I've been thinking about ever since I saw the profiling tools in Nvidia's drivers at SIGGRAPH. There's a LOT of information that would be useful to get out of the driver about performance:
- texture use / abuse
- number of primitives in each begin / end block
- operations causing stalls in the driver (e.g., places where the driver has to explicitly wait on the hardware).
- time to render each frame
- etc.
We could emit this data as a per-frame (where a frame ends with a SwapBuffers call on a double buffered visual or glFinish on a single buffered visual) XML document. Each context would have a named pipe where some app could read the data.
I hadn't really thought it through enough (or had time to work on it) to make worth posting to the list about it. It sounds like your texturetop interface is in a similar vein.
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