Hi all:
I'm currently working on a benchmark program, I need to accumulate the time GPU uses on rendering, the question is how to do that accurately? For now I just put 2 timers around the DrawPrimitive() methods to avoid other D3D call overhead, is that the correct way to do, or there's any better approach?
I'm currently working on a benchmark program, I need to accumulate the time GPU uses on rendering, the question is how to do that accurately? For now I just put 2 timers around the DrawPrimitive() methods to avoid other D3D call overhead, is that the correct way to do, or there's any better approach?