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.
Leavingu 1年前 已收到1个回答 举报

skyfanthet 幼苗

共回答了15个问题采纳率:86.7% 举报

资源柜台
这些柜台措施内存分配设置由应用创造资源或对象. 您能测量各自的类型资源譬如端点缓冲, 索引缓冲, 或纹理. 为各种资源, 记忆资源也许存在在许多不同的类型记忆水池. 为各种水池类型(缺省水池, 被处理的水池, 系统水池, 抓痕水池), 您能使用任何以下柜台:
总字节被分配这个框架自
新字节被分配在这个框架
总对象被分配这个框架自
新对象被分配在这个框架
锁的数字在这个框架
数字开锁在这个框架
供选择地, 您能使用所有资源与关于所有资源电话的聚集信息相反. 并且您能使用所有水池与关于电话的聚集信息相反对所有记忆水池.
Shader 常数柜台
这些柜台记录的shader 常数的数量由跟踪设置:
SetVertexShaderConstantB 的数字, SetVertexShaderConstantF, 并且SetVertexShaderConstantI 电话每框架.
SetPixelShaderConstantB 的数字, SetPixelShaderConstantF, 并且SetPixelShaderConstantI 电话每框架.
这些方法是所有IDirect3DDevice9 接口的成员.
状态变动柜台
这些柜台记录状态变动的数量. 每个状态变动被跟踪当次数每个的这些方法叫每框架:
SetRenderState
SetTexturestagestate
SetRenderTarget
SetVertexShader
SetPixelShader
SetTexture
状态变动柜台并且计数固定作用状态集合的数量每框架. 所有方法在这个部分是IDirect3DDevice9 接口的成员.
一般柜台
这些柜台计算度规为整个应用譬如:
每秒传输帧数. 这是一瞬间框架每二, 这不是平均的结束多个框架. 由于Direct3D 内部中间转换命令(参见准确地描出Direct3D API 电话), 这数据比框架更新的实际时间象由用户看见onscreen 也许看来分散的.
电话的数字每框架. 这是一计数所有Direct3D 电话打在各个框架之内. D3DX 电话不包括在这个柜台.

1年前

2
可能相似的问题
Copyright © 2024 YULUCN.COM - 雨露学习互助 - 17 q. 0.014 s. - webmaster@yulucn.com