英语翻译Resource CountersThese counters measure memory allocatio
英语翻译
Resource Counters
These counters measure memory allocations set by the application to create resources or objects.You can measure individual types of resources such as vertex buffers,index buffers,or textures.For each resource,memory resources may exist in many different types of memory pools.For each pool type (default pool,managed pool,system pool,scratch pool),you can use any of the following counters:
Total bytes allocated as of this frame
New bytes allocated in this frame
Total objects allocated as of this frame
New objects allocated in this frame
Number of locks in this frame
Number of unlocks in this frame
Alternately,you can use the All Resources counter to gather information about all resource calls.And you can use the All pools counter to gather information about calls to all the memory pools.
Shader Constant Counters
These counters keep track of the number of shader constants that are set by tracking:
The number of SetVertexShaderConstantB,SetVertexShaderConstantF,and SetVertexShaderConstantI calls per frame.
The number of SetPixelShaderConstantB,SetPixelShaderConstantF,and SetPixelShaderConstantI calls per frame.
These methods are all members of the IDirect3DDevice9 interface.
State Change Counters
These counters keep track of the number of state changes.Each of the state changes is tracked as the number of times each of these methods is called per frame:
SetRenderState
SetTexturestagestate
SetRenderTarget
SetVertexShader
SetPixelShader
SetTexture
A state change counter also counts the number of fixed-function state sets per frame.All of the methods in this section are members of the IDirect3DDevice9 interface.
General Counters
These counters calculate metrics for the entire application such as:
Frames per second.This is an instantaneous frames-per-second,it is not averaged over multiple frames.Due to internal buffering of Direct3D commands (see Accurately Profiling Direct3D API Calls),this data may appear to be more sporadic than the actual timing of the frame updates as seen by the user onscreen.
Number of calls per frame.This is a count of all Direct3D calls made within each frame.D3DX calls are not included in this counter.