Since both VTune Amplifier and GPA profile the performance of applications, the questions often arises – “Which one do I use in my situation?” The answer to this question leads to better understanding the differences between the two tools. The simple answer is, if it’s a graphics application, start with Graphics Performance Analyzer and then move to VTune Amplifier if your application ends up being CPU bound. If your application is not a graphics application, start with VTune Amplifier’s basic hotspot analysis. Below is a general decision chart to use when profiling a given application for performance.
Chromium uses a multi-process1 architecture. Each webpage has its own rendering process, which runs in a sandbox and is very restricted in what it can access. This makes it much harder for malicious web content to mess with your computer. However, this is bad news for GPU acceleration since the renderer doesn't even have access to the GPU. This is solved by adding an extra process just for the GPU commands—which sounds horrible at first, as it introduces a lot of interprocess communication, and the textures also have to be copied between the processes, but it's not as bad as you'd imagine. For example, the textures usually only have to be copied once at initialization, and modern OpenGL is designed to minimize the number of commands that have to be sent to the GPU. This separation actually improves performance because WebGL can execute independently of all the other rendering and parsing.
In this tutorial, we will give an in-depth presentation of the architecture and micro-architecture of the media and graphics accelerator. We will explain the tradeoff between general purpose compute and hardware fixed functions. We will discuss the advantages and disadvantages of on-die integration. We will present the various programming models that are supported. We will present some examples of non-graphics workloads and discuss how they are mapped to hardware. The tutorial has four parts. Part one will focus on the micro architecture of Intel Processor Graphics, part two will present the system architecture, part three will discuss how to program it, and part four will present some examples.
This article describes the OpenGLBox sample in the Multi-OS Engine. This is a truly cross-platform sample. On the screenshots below you can see that the same Java-based application on iOS and Android looks and behaves the same way. Applications for different platforms share the data and part of the source code. How is this achieved? Scroll down!
Intel® HD Graphics and Intel® IrisTM and IrisTM Pro Graphics parts are some of the most commonly used graphics solutions in PCs worldwide. By following the advice on these pages and using the tools we provide, you'll ensure that your game is able to be enjoyed by millions of gamers. We want you to be successful