Vertex Count

The Vertex Count metric represents the number of vertices sent to the 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 Vertex Count metric does not match the NumVertices parameter in the ::DrawIndexedPrimitive, ::DrawIndexedPrimitiveUP functions because the Input Assembler counts shared vertices multiple times.

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 the pipeline and thereby 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

For more complete information about compiler optimizations, see our Optimization Notice.