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Tag Archives: D3d10_query_so_statistics

Get streaming output statistics

July 8, 2009 1:33 pm / Leave a Comment / Benny Chen

有时候需要知道stream output了多少个数据,这需要借助于DX10中的ID3D10Query,步骤如下:

  1. 创建D3D10_QUERY_DESC结构,设置D3D10_QUERY_DESC::Query为D3D10_QUERY_SO_STATISTICS,表明要调查的是SO的数据,设置D3D10_QUERY_DESC::MiscFlags为0;
  2. 通过ID3D10Device::CreateQuery()创建ID3D10Query;
  3. 用ID3D10Query::Begin()和ID3D10Query::End()函数包裹需要调查的SO代码;
  4. 通过ID3D10Query::GetData()获取SO的统计数据,填充在一个D3D10_QUERY_DATA_SO_STATISTICS

示例代码如下:

// 创建ID3D10Query
ID3D10Query *d3dQuery;
D3D10_QUERY_DESC d3dQueryDesc;
d3dQueryDesc.Query = D3D10_QUERY_SO_STATISTICS;
d3dQueryDesc.MiscFlags = 0;
m_pD3DDevice->CreateQuery( &d3dQueryDesc, &d3dQuery );

// ...... ......

// 统计SO信息
d3dQuery->Begin();
// ......draw something with SO......
d3dQuery->End();

// ......最好在这里放置一些代码,填置CPU的空闲......

// 获取SO信息
D3D10_QUERY_DATA_SO_STATISTICS soData;
while ( S_OK != d3dQuery->GetData( ( void* )&soData, sizeof( soData ), 0 ) );

值得注意的是,GetData一定要用while包裹,因为ID3D10Query从GPU获取数据是异步的(ID3D10Query继承自ID3D10Asynchronous)。这也是为什么最好能在GetData之前放置一些代码,因为CPU要等待GPU的数据,不如让CPU先去做些其他的事情,不要把CPU浪费在毫无意义的while循环等待上。

Posted in: Computer Graphics / Tagged: D3D10_QUERY_SO_STATISTICS, ID3D10Query, stream output

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