Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
Measure the cache hit rate performance for textures and indexed vertices.
Syntax
typedef struct D3DDEVINFO_D3D9CACHEUTILIZATION {
FLOAT TextureCacheHitRate;
FLOAT PostTransformVertexCacheHitRate;
} D3DDEVINFO_D3D9CACHEUTILIZATION, *LPD3DDEVINFO_D3D9CACHEUTILIZATION;
Members
-
TextureCacheHitRate
-
Type: FLOAT
-
The hit rate for finding a texture in the texture cache. This assumes there is a texture cache. Increasing the level-of-detail bias to use the most detailed texture, using many large textures, or producing a near random texture access pattern on large textures with custom shader code can dramatically affect the texture cache hit rate.
-
PostTransformVertexCacheHitRate
-
Type: FLOAT
-
The hit rate for finding transformed vertices in the vertex cache. The GPU is designed to transform indexed vertices and may store them in a vertex cache. If you are using meshes, D3DXOptimizeFaces or D3DXOptimizeVertices may result in better vertex cache utilization.
Remarks
An efficient cache is typically closer to a 90 percent hit rate, and an inefficient cache is typically closer to a 10 percent hit rate (although a low percentage is not necessarily a problem).
Requirements
Requirement | Value |
---|---|
Header |
|
See also