# GPU Performance Doing performance work with GPUs is harder than with CPUs because of the asynchronous and massively parallel architecture. ## Tools [PIX](https://devblogs.microsoft.com/pix/introduction/) - Can do timing of Direct3D calls. Works reasonably well with Firefox. NVIDIA PerfHUD - Last I checked required a special build to be used. NVIDIA Parallel Nsight - Haven\'t tried. AMD GPU ShaderAnalyzer - Will compile a shader and show the machine code and give static pipeline estimations. Not that useful for Firefox because all of our shaders are pretty simple. AMD GPU PerfStudio - I had trouble getting this to work, and can\'t remember whether I actually did or not. [Intel Graphics Performance Analyzers](http://software.intel.com/en-us/articles/intel-gpa/ "http://software.intel.com/en-us/articles/intel-gpa/") - Haven\'t tried. [APITrace](https://github.com/apitrace/apitrace "https://github.com/apitrace/apitrace") - Open source, works OK. [PVRTrace](http://www.imgtec.com/powervr/insider/pvrtrace.asp "http://www.imgtec.com/powervr/insider/pvrtrace.asp") - Doesn\'t seem to emit traces on android/Nexus S. Looks like it\'s designed for X11-based linux-ARM devices, OMAP3 is mentioned a lot in the docs \... ## Guides [Accurately Profiling Direct3D API Calls (Direct3D 9)](http://msdn.microsoft.com/en-us/library/bb172234%28v=vs.85%29.aspx "http://msdn.microsoft.com/en-us/library/bb172234(v=vs.85).aspx") Suggests avoiding normal profilers like xperf and instead measuring the time to flush the command buffer. [OS X - Best Practices for Working with Texture Data](http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html "http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html") - Sort of old, but still useful.