VkQueryPipelineStatisticFlagBits
Bits which can be set in
VkQueryPoolCreateInfo::pipelineStatistics
for query pools and in
VkCommandBufferInheritanceInfo::pipelineStatistics
for secondary
command buffers, individually enabling pipeline statistics counters, are:
typedef enum VkQueryPipelineStatisticFlagBits {
VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_VERTICES_BIT = 0x00000001,
VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_PRIMITIVES_BIT = 0x00000002,
VK_QUERY_PIPELINE_STATISTIC_VERTEX_SHADER_INVOCATIONS_BIT = 0x00000004,
VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_INVOCATIONS_BIT = 0x00000008,
VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_PRIMITIVES_BIT = 0x00000010,
VK_QUERY_PIPELINE_STATISTIC_CLIPPING_INVOCATIONS_BIT = 0x00000020,
VK_QUERY_PIPELINE_STATISTIC_CLIPPING_PRIMITIVES_BIT = 0x00000040,
VK_QUERY_PIPELINE_STATISTIC_FRAGMENT_SHADER_INVOCATIONS_BIT = 0x00000080,
VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_CONTROL_SHADER_PATCHES_BIT = 0x00000100,
VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_EVALUATION_SHADER_INVOCATIONS_BIT = 0x00000200,
VK_QUERY_PIPELINE_STATISTIC_COMPUTE_SHADER_INVOCATIONS_BIT = 0x00000400,
} VkQueryPipelineStatisticFlagBits;
VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_VERTICES_BIT
specifies that queries managed by the pool will count the number of vertices processed by the input assembly stage. Vertices corresponding to incomplete primitives may contribute to the count.VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_PRIMITIVES_BIT
specifies that queries managed by the pool will count the number of primitives processed by the input assembly stage. If primitive restart is enabled, restarting the primitive topology has no effect on the count. Incomplete primitives may be counted.VK_QUERY_PIPELINE_STATISTIC_VERTEX_SHADER_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of vertex shader invocations. This counter’s value is incremented each time a vertex shader is invoked.VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of geometry shader invocations. This counter’s value is incremented each time a geometry shader is invoked. In the case of instanced geometry shaders, the geometry shader invocations count is incremented for each separate instanced invocation.VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_PRIMITIVES_BIT
specifies that queries managed by the pool will count the number of primitives generated by geometry shader invocations. The counter’s value is incremented each time the geometry shader emits a primitive. Restarting primitive topology using the SPIR-V instructionsOpEndPrimitive
orOpEndStreamPrimitive
has no effect on the geometry shader output primitives count.VK_QUERY_PIPELINE_STATISTIC_CLIPPING_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of primitives processed by the Primitive Clipping stage of the pipeline. The counter’s value is incremented each time a primitive reaches the primitive clipping stage.VK_QUERY_PIPELINE_STATISTIC_CLIPPING_PRIMITIVES_BIT
specifies that queries managed by the pool will count the number of primitives output by the Primitive Clipping stage of the pipeline. The counter’s value is incremented each time a primitive passes the primitive clipping stage. The actual number of primitives output by the primitive clipping stage for a particular input primitive is implementation-dependent but must satisfy the following conditions:- If at least one vertex of the input primitive lies inside the clipping volume, the counter is incremented by one or more.
- Otherwise, the counter is incremented by zero or more.
VK_QUERY_PIPELINE_STATISTIC_FRAGMENT_SHADER_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of fragment shader invocations. The counter’s value is incremented each time the fragment shader is invoked.VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_CONTROL_SHADER_PATCHES_BIT
specifies that queries managed by the pool will count the number of patches processed by the tessellation control shader. The counter’s value is incremented once for each patch for which a tessellation control shader is invoked.VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_EVALUATION_SHADER_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of invocations of the tessellation evaluation shader. The counter’s value is incremented each time the tessellation evaluation shader is invoked.VK_QUERY_PIPELINE_STATISTIC_COMPUTE_SHADER_INVOCATIONS_BIT
specifies that queries managed by the pool will count the number of compute shader invocations. The counter’s value is incremented every time the compute shader is invoked. Implementations may skip the execution of certain compute shader invocations or execute additional compute shader invocations for implementation-dependent reasons as long as the results of rendering otherwise remain unchanged.VK_QUERY_PIPELINE_STATISTIC_TASK_SHADER_INVOCATIONS_BIT_EXT
specifies that queries managed by the pool will count the number of task shader invocations. The counter’s value is incremented every time the task shader is invoked.VK_QUERY_PIPELINE_STATISTIC_MESH_SHADER_INVOCATIONS_BIT_EXT
specifies that queries managed by the pool will count the number of mesh shader invocations. The counter’s value is incremented every time the mesh shader is invoked.
These values are intended to measure relative statistics on one implementation. Various device architectures will count these values differently. Any or all counters may be affected by the issues described in Query Operation.
This counting difference is especially true if the pipeline contains mesh or task shaders, which may affect several of the counters in unexpected ways.
For example, tile-based rendering devices may need to replay the scene multiple times, affecting some of the counts.
If a pipeline has rasterizerDiscardEnable
enabled, implementations
may discard primitives after the final
pre-rasterization shader
stage.
As a result, if rasterizerDiscardEnable
is enabled, the clipping input
and output primitives counters may not be incremented.
When a pipeline statistics query finishes, the result for that query is
marked as available.
The application can copy the result to a buffer (via
vkCmdCopyQueryPoolResults
), or request it be put into host memory (via
vkGetQueryPoolResults
).