// Formulae to compute derived counters from raw counter values

function GpuTime()
{
    return GpuTimeMD;
}

function GpuCoreClocks()
{
    return GpuCoreClocksMD;
}

function AvgGpuCoreFrequencyMHz()
{
    return AvgGpuCoreFrequencyMHzMD;
}

function GpuBusy()
{
    return GpuBusyMD;
}

function VsThreads()
{
    return VsThreadsMD;
}

function HsThreads()
{
    return HsThreadsMD;
}

function DsThreads()
{
    return DsThreadsMD;
}

function GsThreads()
{
    return GsThreadsMD;
}

function PsThreads()
{
    return PsThreadsMD;
}

function CsThreads()
{
    return CsThreadsMD;
}

function EuActive()
{
    return EuActiveMD;
}

function EuStall()
{
    return EuStallMD;
}

function VsEuActive()
{
    return VsEuActiveMD;
}

function VsEuStall()
{
    return VsEuStallMD;
}

function HsEuActive()
{
    return HsEuActiveMD;
}

function HsEuStall()
{
    return HsEuStallMD;
}

function DsEuActive()
{
    return DsEuActiveMD;
}

function DsEuStall()
{
    return DsEuStallMD;
}

function GsEuActive()
{
    return GsEuActiveMD;
}

function GsEuStall()
{
    return GsEuStallMD;
}

function PsEuActive()
{
    return PsEuActiveMD;
}

function PsEuStall()
{
    return PsEuStallMD;
}

function CsEuActive()
{
    return CsEuActiveMD;
}

function CsEuStall()
{
    return CsEuStallMD;
}

function RasterizedPixels()
{
    return RasterizedPixelsMD;
}

function HiDepthTestFails()
{
    return HiDepthTestFailsMD;
}

function EarlyDepthTestFails()
{
    return EarlyDepthTestFailsMD;
}

function SamplesKilledInPs()
{
    return SamplesKilledInPsMD;
}

function PixelsFailingPostPsTests()
{
    return PixelsFailingPostPsTestsMD;
}

function SamplesWritten()
{
    return SamplesWrittenMD;
}

function SamplesBlended()
{
    return SamplesBlendedMD;
}

function SamplerTexels()
{
    return SamplerTexelsMD;
}

function SamplerTexelMisses()
{
    return SamplerTexelMissesMD;
}

function SlmBytesRead()
{
    return SlmBytesReadMD;
}

function SlmBytesWritten()
{
    return SlmBytesWrittenMD;
}

function ShaderMemoryAccesses()
{
    return ShaderMemoryAccessesMD;
}

function ShaderAtomics()
{
    return ShaderAtomicsMD;
}

function L3ShaderThroughput()
{
    return L3ShaderThroughputMD;
}

function ShaderBarriers()
{
    return ShaderBarriersMD;
}

function VfBottleneck()
{
    return VfBottleneckMD;
}

function VsBottleneck()
{
    return VsBottleneckMD;
}

function HsBottleneck()
{
    return HsBottleneckMD;
}

function DsBottleneck()
{
    return DsBottleneckMD;
}

function GsBottleneck()
{
    return GsBottleneckMD;
}

function SoBottleneck()
{
    return SoBottleneckMD;
}

function ClBottleneck()
{
    return ClBottleneckMD;
}

function SfBottleneck()
{
    return SfBottleneckMD;
}

function HiDepthBottleneck()
{
    return HiDepthBottleneckMD;
}

function EarlyDepthBottleneck()
{
    return EarlyDepthBottleneckMD;
}

function BcBottleneck()
{
    return BcBottleneckMD;
}

function HsStall()
{
    return HsStallMD;
}

function DsStall()
{
    return DsStallMD;
}

function SoStall()
{
    return SoStallMD;
}

function ClStall()
{
    return ClStallMD;
}

function SfStall()
{
    return SfStallMD;
}

