Today, Renee James, Intel VP for the Software & Services Group, gave additional details on the Intel® Atom Developer Program, which provides software developers and software companies a new opportunity to write and sell applications and development components for Intel Atom-based netbooks.
For this week's GPA blog entry, I wanted to make sure that everyone is aware that GPA runs across all DX devices. This means that GPA supports all Intel DX devices as well as any and all non-Intel DX devices. Further, all GPA features work equally across all these platforms. This includes our shader duration metrics per draw call.
In 2.1, GPA allows you to configure both the X and Y axis to any available metric within the bar chart. This allows you to visually see the relationship between multiple per-draw call metrics at the same time. For example, you can select vertex shader duration in the X-axis and pixel shader duration in the Y-axis.
After configuring the bar chart this way, the wider the bar is - the more vertex shader heavy it is, the taller, the more pixel shader heavy it is.
See the screenshots below for a view of this feature in action...
GPA 2.1 includes a feature to allow you to better view render targets and textures. Let's say you have a texture with a very narrow dynamic range, all values in the texture are nearly white. When you select this texture to view, by default - it looks white The GPA histogram feature allows you not only to see where the data falls in any buffer, but also to increase the dynamic range of the buffer for viewing purposes.
We've had an amazing few weeks of articles and content posted to the Mobility and Atom communities, and wanted to share some of it in case you missed it.
Home Power Measurement for the Curious Student