Skip to Content
GPGPU Programming for Games and Science
book

GPGPU Programming for Games and Science

by David H. Eberly
August 2014
Intermediate to advanced
469 pages
16h 30m
English
A K Peters/CRC Press
Content preview from GPGPU Programming for Games and Science
Practical Matters 243
with a tool called Intel Inspector XE 2013 that helps you track down memory
errors, leaks, and threading problems.
5.3.2 Performance on the GPU
Performance measurements on the GPU are possible at a high level us-
ing only D3D11 support. Firstly, you can always measure frame rate dur-
ing idle loop time to give you a coarse idea of how long something takes
to compute or how much faster something is after you have made shader
changes. The GTEngine sample applications show how to do this. Secondly,
the
ID3D11Device interface allows queries related to timing. Listing 5.8 shows
the basic code. The
HRESULT processing is omitted for simplicity ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Graphics Gems V (IBM Version)

Graphics Gems V (IBM Version)

Alan W. Paeth
GPU Pro 6

GPU Pro 6

Wolfgang Engel

Publisher Resources

ISBN: 9781466595354