On Fri, Nov 12, 2004 at 02:55:12PM -0800, Ian Romanick wrote:
|  ... We had a bit of a side discussion about apps that need to be 
| real-time (i.e., hit a target framerate no matter what).  Other than 
| WGL_I3D_swap_frame_usage / GLX_MESA_swap_frame_usage, there isn't 
| anything in OpenGL to help applications with this problem.

The Performer group experimented with SGIX_instruments, but the
instrumentation available on the old machines was pretty crude, and I
don't remember if Performer ever used it in production.

I've talked to the 3Dlabs guys about timing in the past.  They proposed
some functionality for GL2, but there wasn't enough interest from the
rest of the ARB to standardize it.  Too bad; it's a fun problem and a
good solution would have lots of uses.

| I think this is one of the main differences between solving the "Load 
| Monitoring" problem and the "Tuning" problem.  The former problem 
| requires real-time data collection and on-line analysis.  The later does 
| not require real-time data collection and prefers off-line analysis. 

I think there's more overlap between the two because of the "Heisenbug"
problem.  That is, if data collection perturbs the timing of the app too
much, then you can't use the data you collected to draw valid
conclusions about the normal performance of the app.  So I'd be inclined
to shoot for one real-time data-collection mechanism that's used for
both on-line and off-line analysis.  

I can see where you'd feel otherwise if you wanted to collect some
really detailed data (e.g. the number of fragments generated for each
polygon).  But basic useful stuff like command counts, primitive counts,
data transfer amounts, memory utilization, and time intervals could all
be done real-time, if the collection mechanism is built that way.

Allen


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