# D3D11_QUERY_DATA_PIPELINE_STATISTICS structure

Query information about graphics-pipeline activity in between calls to ID3D11DeviceContext::Begin and ID3D11DeviceContext::End.

## Syntax

```
typedef struct D3D11_QUERY_DATA_PIPELINE_STATISTICS {
UINT64 IAVertices;
UINT64 IAPrimitives;
UINT64 VSInvocations;
UINT64 GSInvocations;
UINT64 GSPrimitives;
UINT64 CInvocations;
UINT64 CPrimitives;
UINT64 PSInvocations;
UINT64 HSInvocations;
UINT64 DSInvocations;
UINT64 CSInvocations;
} D3D11_QUERY_DATA_PIPELINE_STATISTICS;
```

## Members

`IAVertices`

Type: **UINT64**

Number of vertices read by input assembler.

`IAPrimitives`

Type: **UINT64**

Number of primitives read by the input assembler. This number can be different depending on the primitive topology used. For example, a triangle strip with 6 vertices will produce 4 triangles, however a triangle list with 6 vertices will produce 2 triangles.

`VSInvocations`

Type: **UINT64**

Number of times a vertex shader was invoked. Direct3D invokes the vertex shader once per vertex.

`GSInvocations`

Type: **UINT64**

Number of times a geometry shader was invoked. When the geometry shader is set to **NULL**, this statistic may or may not increment depending on the hardware manufacturer.

`GSPrimitives`

Type: **UINT64**

Number of primitives output by a geometry shader.

`CInvocations`

Type: **UINT64**

Number of primitives that were sent to the rasterizer. When the rasterizer is disabled, this will not increment.

`CPrimitives`

Type: **UINT64**

Number of primitives that were rendered. This may be larger or smaller than CInvocations because after a primitive is clipped sometimes it is either broken up into more than one primitive or completely culled.

`PSInvocations`

Type: **UINT64**

Number of times a pixel shader was invoked.

`HSInvocations`

Type: **UINT64**

Number of times a hull shader was invoked.

`DSInvocations`

Type: **UINT64**

Number of times a domain shader was invoked.

`CSInvocations`

Type: **UINT64**

Number of times a compute shader was invoked.

## Requirements

Header |
d3d11.h |