• Intel® Graphics Performance Analyzers 2020 R1
  • 03/31/2020
  • Public Content
Contents

Graphics Frame Analyzer Tab: Texture

The
Texture
tab displays all the textures associated with the currently selected set of ergs.
This tab contains the following components:
Selection List
The
Selection list
enumerates the textures and displays them as small thumbnail images. Click on a texture to display it in the
Image Window
. Each texture appears only once in the list, even if it is used by more than one erg. The text to the right of the texture image indicates the texture type, size, format, and how many times the texture is used.
Sub-image List
The Sub-image list displays thumbnail images of the cube-map faces or volume texture slices. This component appears only for applications that include cube-map or volume textures.
Hover the mouse over a texture in the
Sub-image list
to get a tooltip showing the following information:
  • The shader pipeline stages that use this texture: this varies by the DirectX* API version:
  • DirectX*9: Vertex Shader (VS), Pixel Shader (PS)
  • DirectX*10: Vertex Shader (VS), Geometry Shader (GS), Pixel Shader (PS)
  • The ergs that use this texture; for example: Ergs 2, 3, 4, 5, 6, 7, 8, 9, 10, 11.
  • The texture slot for each erg; for example: VS0 DS0 PS0 for Erg 2.
Some texture types are unknown. For example, a texture that is bound to a DirectX*11 compute shader might be a raw data texture, instead of a known texture type. In this case, the Graphics Frame Analyzer shows the
Data Only
thumbnail:
The following information is shown next to the thumbnail:
  • Data Type. Example: Binary
  • Size of the texture, in bytes. Example: 320000 Bytes
  • Default stride multiplied by the number of rows. Example: 32 x 1000
  • How many times the texture is used. Example:  Used once
If the texture type is unknown, then the is shown instead of the
Image Window.
Image Window
The
Image Window
displays the selected texture.
Right-click the image to save it on your system. The default image file format is DirectDraw Surface (DDS). You can also save the image in these file formats: Portable Network Graphics (PNG), JPEG (JPG), or Bitmap (BMP). For more information, refer to Saving the Texture Image.
Data Viewer
If the texture type is unknown, then the
Data Viewer
is shown instead of the
You can change the following options:
  • Stride
    : The byte stride for the data.
  • View As
    : This drop-down menu enables you to specify how to view the data. The following data types are available:
    • 8-bit unsigned
    • 8-bit signed
    • 16-bit unsigned
    • 16-bit signed
    • 16-bit float
    • 32-bit unsigned
    • 32-bit signed
    • 32-bit float
    • 64-bit float
The
Data Viewer
has the following columns:
  • Location
    - address offset within the texture data; each location value is a multiple of the
    Stride
  • Hex 
    - a hexadecimal view of the texture data
  • Data 
    - the texture data, displayed according to the
    Stride
    and
    View As
    options
For example, suppose the
Stride
is 8, and the
View As
type is 32-bit unsigned. Then the
Location
address offsets will be in multiples of 8 bytes, the
Hex
column shows 8 hexadecimal values per row, and there are 2 columns of 32-bit unsigned values.
If the texture type is known, then it can be displayed as an image or as binary data. The
Binary View
check box toggles between these two views. The following screenshot shows the binary data when the texture type is known:
Mip Level Field
The Mip Level field that includes two sliders: 
  • View Mip Level
    slider is used to switch mip levels of a texture
  • Clamp to Mip
    slider forces that specific mip level to be used in rendering the scene  
Histogram
This pane contains the histogram of the current texture. To open the histogram, pull the slider from the rightmost side of the image to the left, or double-click on the right slider.
The histogram enables you:
  • to visualize the color data within the current texture
  • to set the highlight and shadow clamping points for viewing the current texture by using the
    Shadow
    and
    Highlights
    sliders at the bottom of the histogram
  • to increase the dynamic range of the texture you are viewing, so you can better see the data inside by linearly scaling the colors between the clamp ranges
  • to distinguish more quickly between small bars and zero-height bars: the histogram bars that have zero height have light gray below them  
Histogram Color Channel Selection Drop-down List
This drop-down list enables you to configure the channels viewed for the current texture.
  • RGB
    mode - ignores the alpha channel if one is present
  • RGBA
    mode - weights the color values by the alpha channel; if all the alpha values of the image are 0, then no color information will be visible, so the image will appear white
  • Red
    /
    Green
    /
    Blue Color Channels
    - shows the image information in red/green/blue color
  • Grayscale
    - a grayscale conversion of the RGB data that was present in the current texture
  • Alpha Channel
    - a grayscale conversion of only the alpha data of the current texture
NOTE
Selecting ergs and changing highlighting colors lead to the image and histogram changes.

Product and Performance Information

1

Intel's compilers may or may not optimize to the same degree for non-Intel microprocessors for optimizations that are not unique to Intel microprocessors. These optimizations include SSE2, SSE3, and SSSE3 instruction sets and other optimizations. Intel does not guarantee the availability, functionality, or effectiveness of any optimization on microprocessors not manufactured by Intel. Microprocessor-dependent optimizations in this product are intended for use with Intel microprocessors. Certain optimizations not specific to Intel microarchitecture are reserved for Intel microprocessors. Please refer to the applicable product User and Reference Guides for more information regarding the specific instruction sets covered by this notice.

Notice revision #20110804