There are a couple of questions in SO similar to this one, but none of them seem to explain a definitive approach for getting the actual OpenGL texture memory used by an iOS app, on the device.
I know how to manually calculate how much memory my textures will use when uploaded to OpenGL. I want to know if I can get the exact OpenGL used memory amount from the device.
I would like to avoid looking at the Real Memory and Virtual Memory columns in the Memory Monitor widget on Instruments (my understanding is that these aggregate texture memory and app's regular memory). I presume this is similar to the approach shown here or here.
I don't mind whether the texture memory is obtained using any external tool or programmatically. But I want just the real OpenGL memory as reported by the device, not an aggregate.
Also, can somebody explain what the 'Virtual Memory' column exactly means on iOS? I think I understand the concept of Virtual Memory, but I'm trying to figure out if the Virtual Memory column is also related to iOS low-memory warnings, or only the Real Memory column is.