#include <ShaderCompiler.h>
◆ operator+=()
◆ AccumulatedJobExecutionTime
| double FShaderCompilerCounters::AccumulatedJobExecutionTime = 0 |
Amount of time job spent being processed by the worker.
◆ AccumulatedJobLifeTime
| double FShaderCompilerCounters::AccumulatedJobLifeTime = 0 |
Amount of time job spent being processed overall.
◆ AccumulatedLocalWorkerIdleTime
| double FShaderCompilerCounters::AccumulatedLocalWorkerIdleTime = 0.0 |
This tracks accumulated wait time from local workers during the lifetime of the stats.
Wait time is only counted for local workers that are alive and not between their invocations
◆ AccumulatedPendingTime
| double FShaderCompilerCounters::AccumulatedPendingTime = 0 |
Amount of time a job had to spent in pending queue (i.e. waiting to be assigned to a worker).
◆ AccumulatedShaderCodeSize
| uint64 FShaderCompilerCounters::AccumulatedShaderCodeSize = 0 |
Total accumulated size of all output shader codes.
◆ AccumulatedTaskSubmitJobs
| double FShaderCompilerCounters::AccumulatedTaskSubmitJobs = 0.0 |
◆ AccumulatedTaskSubmitJobsStall
| double FShaderCompilerCounters::AccumulatedTaskSubmitJobsStall = 0.0 |
◆ CacheMemBudget
| uint64 FShaderCompilerCounters::CacheMemBudget = 0 |
Memory budget allocated for the job cache
◆ CacheMemUsed
| uint64 FShaderCompilerCounters::CacheMemUsed = 0 |
Total amount of memory currently used by the job cache
◆ DistributedJobBatchesSeen
| int64 FShaderCompilerCounters::DistributedJobBatchesSeen = 0 |
Number of distributed job batches seen.
◆ JobsAssigned
| int64 FShaderCompilerCounters::JobsAssigned = 0 |
Number of jobs assigned to workers, no matter if they completed or not - used to average pending time.
◆ JobsCompleted
| int64 FShaderCompilerCounters::JobsCompleted = 0 |
Total number jobs completed.
◆ LocalJobBatchesSeen
| int64 FShaderCompilerCounters::LocalJobBatchesSeen = 0 |
Number of local job batches seen.
◆ MaxActiveAgentCores
| uint32 FShaderCompilerCounters::MaxActiveAgentCores = 0 |
Maximum number of CPU cores active across all remote agents.
◆ MaxJobExecutionTime
| double FShaderCompilerCounters::MaxJobExecutionTime = 0 |
Max amount of time any single job spent being processed by the worker.
◆ MaxJobLifeTime
| double FShaderCompilerCounters::MaxJobLifeTime = 0 |
Max amount of time any single job spent being processed overall.
◆ MaxPendingTime
| double FShaderCompilerCounters::MaxPendingTime = 0 |
Max amount of time any single job was pending (waiting to be assigned to a worker).
◆ MaxRemoteAgents
| uint32 FShaderCompilerCounters::MaxRemoteAgents = 0 |
Maximum number of remote agents used during compilation.
◆ MaxShaderCodeSize
| int32 FShaderCompilerCounters::MaxShaderCodeSize = 0 |
Size of the largest output shader code.
◆ MinShaderCodeSize
| int32 FShaderCompilerCounters::MinShaderCodeSize = 0 |
Size of the smallest output shader code.
◆ NumAccumulatedShaderCodes
| uint64 FShaderCompilerCounters::NumAccumulatedShaderCodes = 0 |
Number of accumulated output shader codes.
◆ ShaderMapDDCHits
| uint32 FShaderCompilerCounters::ShaderMapDDCHits = 0 |
Total number of DDC hits on shader maps.
◆ ShaderMapDDCMisses
| uint32 FShaderCompilerCounters::ShaderMapDDCMisses = 0 |
Total number of DDC misses on shader maps.
◆ TimesLocalWorkersWereIdle
| double FShaderCompilerCounters::TimesLocalWorkersWereIdle = 0 |
How many times we registered idle time?
◆ TotalCacheDDCHits
| uint32 FShaderCompilerCounters::TotalCacheDDCHits = 0 |
Total number of DDC hits in the job cache (per shader DDC, as opposed to shader map DDC stats above).
◆ TotalCacheDDCQueries
| uint32 FShaderCompilerCounters::TotalCacheDDCQueries = 0 |
Total number of DDC queries in the job cache (per-shader DDC).
◆ TotalCacheDuplicates
| uint32 FShaderCompilerCounters::TotalCacheDuplicates = 0 |
Total number of duplicate jobs (input hash matches an in-flight job, processed when in-flight job completes)
◆ TotalCacheHits
| uint64 FShaderCompilerCounters::TotalCacheHits = 0 |
Total number of hits in the job cache (i.e. input hashes seen >1 time)
◆ TotalCacheSearchAttempts
| uint64 FShaderCompilerCounters::TotalCacheSearchAttempts = 0 |
Total number of job cache query attempts.
◆ TotalJobsReportedInDistributedJobBatches
| int64 FShaderCompilerCounters::TotalJobsReportedInDistributedJobBatches = 0 |
Total jobs in local job batches.
◆ TotalJobsReportedInLocalJobBatches
| int64 FShaderCompilerCounters::TotalJobsReportedInLocalJobBatches = 0 |
Total jobs in local job batches.
◆ UniqueCacheInputHashes
| uint64 FShaderCompilerCounters::UniqueCacheInputHashes = 0 |
Total number of unique input hashes seen in job cache queries
◆ UniqueCacheOutputs
| uint64 FShaderCompilerCounters::UniqueCacheOutputs = 0 |
Total number of unique job outputs stored in the cache. Outputs are deduplicated based on a content hash so this number is in practice smaller than UniqueCacheInputHashes.
The documentation for this struct was generated from the following file: