Total with children : 35.62%
Microsoft.DirectX.Direct3D.Device::Present() 00.02%
Microsoft.DirectX.Direct3D.Device::PresentInternal 35.52%
Total with children times : 27.84%
void Microsoft.DirectX.GraphicsStream::Write() 00.74%
static int32 Microsoft.DirectX.DXHelp::GetObjectSize(Object) 10.47%
static void Microsoft.DirectX.DXHelp::CopyObjectDataToPointer(Object,int) 16.52%
[/c#]
It means that more the 50% of my engine process time is used to do device.Present() and GraphicStream.Write() fonction.
Is it normal ?
The graphicStream is created with :
vertexBuffer = new VertexBuffer(
BufVertexType,
BufferSize
device,
Usage.Dynamic|Usage.WriteOnly,
BufVertexFormat,
Pool.Default);
graphicStream = vertexBuffer.lock(0,0,LockFlags.Discard)
[C# + MDX] Nprof analysis result and performance
Here is the Nprof Profiler result :
This is probably expected behavior, check out Tom's excellent DX FAQ for info about this phenomenon. For profiling Direct3D applications, it can be more useful to use the PIX profiler.
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