Query information about graphics-pipeline activity written to a buffer by WriteQuery with the D3D11_QUERY_PIPELINE_STATISTICS query type.
typedef struct D3D11X_QUERY_DATA_GPU_PIPELINE_STATISTICS {
UINT64 PSInvocations;
UINT64 CPrimitives;
UINT64 CInvocations;
UINT64 VSInvocations;
UINT64 GSInvocations;
UINT64 GSPrimitives;
UINT64 IAPrimitives;
UINT64 IAVertices;
UINT64 HSInvocations;
UINT64 DSInvocations;
UINT64 CSInvocations;
} D3D11X_QUERY_DATA_GPU_PIPELINE_STATISTICS;
PSInvocations
Number of times a pixel shader was invoked.
CPrimitives
Number of primitives that were rendered. This may be larger or smaller than CInvocations because after a primitive is clipped, sometimes the primitive is either broken up into more than one primitive, or the primitive is completely culled.
CInvocations
Number of primitives that were sent to the rasterizer. When the rasterizer is disabled, this will not increment.
VSInvocations
Number of times a vertex shader was invoked. Direct3D invokes the vertex shader once per vertex.
GSInvocations
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
Number of primitives output by a geometry shader.
IAPrimitives
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.
IAVertices
Number of vertices read by input assembler.
HSInvocations
Number of times a hull shader was invoked.
DSInvocations
Number of times a domain shader was invoked.
CSInvocations
Number of times a compute shader was invoked.
This structure is used by ID3D11DeviceContextX::WriteQuery as the format of the query results written to the pBuffer buffer when the QueryType parameter is set to D3D11_QUERY_PIPELINE_STATISTICS.
Header: Declared in d3d11_x.h.