Vertex Count
Description
The metric Vertex Count represents the number of vertices sent to 3D hardware pipeline during the D3D Input Assembler (IA) stage. The number of vertices depends on the primitive type and the number of primitives. The following formulas are used:
Primitive type |
Vertex Count |
Point list |
Number of Primitives |
Triangle list |
Number of Primitives *3 |
Triangle strip |
Number of Primitives +2 |
Line list |
Number of Primitives *2 |
Line strip |
Number of Primitives +1 |
NOTE
For Microsoft* DirectX* 9: When rendering indexed primitives the metric does not match the NumVertices parameter in ::DrawIndexedPrimitive, rawIndexedPrimitiveUP functions because the Input Assembler counts shared vertices multiple times.
NOTE
For Microsoft* DirectX* 10 and later: The Vertex Count metric does not include vertices created during the geometry shader stage.
Examples
- If you render 100 points, the IA stage assembles 100 point primitives with 100 vertices total, and the Vertex Count is 100.
- If you render two triangles as a triangle list, the IA stage assembles two triangles with six vertices total, and the Vertex Count is six.
- If you render two triangles as a triangle strip, the IA stage assembles two triangles with four vertices total, and the Vertex Count is four.
Improving Performance
To minimize the number of vertices sent to pipeline and therefore improve vertex processing performance, use graphics primitives that minimize the amount of data being sent to and processed by the GPU, such as using single triangle strips.
See Also
Primitive Count
VS Invocations