FrameSample
namespace Griff.Runtime;
public struct FrameSampleWhat one frame the screen showed cost, in milliseconds: the whole frame (from the last one shown to this one), and of it, the game’s steps, building the picture to draw (SceneRenderer) and drawing it. The rest of the frame is time the game had to spare, waiting for the screen. Allocated is the garbage the frame’s work made (the bytes it allocated, which the garbage collector will have to clear up), and Collections how many times the garbage collector ran during it.
Properties
Section titled “Properties”Allocated
Section titled “Allocated”public long Allocated { get; init; }BuildMs
Section titled “BuildMs”public float BuildMs { get; init; }Collections
Section titled “Collections”public int Collections { get; init; }DrawMs
Section titled “DrawMs”public float DrawMs { get; init; }public int Draws { get; init; }FrameMs
Section titled “FrameMs”public float FrameMs { get; init; }StepMs
Section titled “StepMs”public float StepMs { get; init; }public int Steps { get; init; }WorkMs
Section titled “WorkMs”public float WorkMs { get; }The work the frame took: its steps, building and drawing.
Methods
Section titled “Methods”Deconstruct
Section titled “Deconstruct”public void Deconstruct(out float FrameMs, out float StepMs, out float BuildMs, out float DrawMs, out int Steps, out int Draws, out long Allocated, out int Collections)Equals
Section titled “Equals”public override bool Equals(object obj)Equals
Section titled “Equals”public bool Equals(FrameSample other)GetHashCode
Section titled “GetHashCode”public override int GetHashCode()ToString
Section titled “ToString”public override string ToString()