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D3D11_QUERY_DATA_PIPELINE_STATISTICS structure

Query information about graphics-pipeline activity in between calls to ID3D11DeviceContext::Begin and ID3D11DeviceContext::End.

Syntax


typedef struct D3D11_QUERY_DATA_PIPELINE_STATISTICS {
  UINT64 IAVertices;
  UINT64 IAPrimitives;
  UINT64 VSInvocations;
  UINT64 GSInvocations;
  UINT64 GSPrimitives;
  UINT64 CInvocations;
  UINT64 CPrimitives;
  UINT64 PSInvocations;
  UINT64 HSInvocations;
  UINT64 DSInvocations;
  UINT64 CSInvocations;
} D3D11_QUERY_DATA_PIPELINE_STATISTICS;

Members

IAVertices

Type: UINT64

Number of vertices read by input assembler.

IAPrimitives

Type: UINT64

Number of primitives read by the input assembler. This number can be different depending on the primitive topology used. For example, a triangle strip with 6 vertices will produce 4 triangles, however a triangle list with 6 vertices will produce 2 triangles.

VSInvocations

Type: UINT64

Number of times a vertex shader was invoked. Direct3D invokes the vertex shader once per vertex.

GSInvocations

Type: UINT64

Number of times a geometry shader was invoked. When the geometry shader is set to NULL, this statistic may or may not increment depending on the hardware manufacturer.

GSPrimitives

Type: UINT64

Number of primitives output by a geometry shader.

CInvocations

Type: UINT64

Number of primitives that were sent to the rasterizer. When the rasterizer is disabled, this will not increment.

CPrimitives

Type: UINT64

Number of primitives that were rendered. This may be larger or smaller than CInvocations because after a primitive is clipped sometimes it is either broken up into more than one primitive or completely culled.

PSInvocations

Type: UINT64

Number of times a pixel shader was invoked.

HSInvocations

Type: UINT64

Number of times a hull shader was invoked.

DSInvocations

Type: UINT64

Number of times a domain shader was invoked.

CSInvocations

Type: UINT64

Number of times a compute shader was invoked.

Requirements

Header

D3D11.h

See also

Core Structures

 

 

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