namespace Valve.VR { public struct Compositor_FrameTiming { public uint m_nSize; public uint m_nFrameIndex; public uint m_nNumFramePresents; public uint m_nNumMisPresented; public uint m_nNumDroppedFrames; public uint m_nReprojectionFlags; public double m_flSystemTimeInSeconds; public float m_flPreSubmitGpuMs; public float m_flPostSubmitGpuMs; public float m_flTotalRenderGpuMs; public float m_flCompositorRenderGpuMs; public float m_flCompositorRenderCpuMs; public float m_flCompositorIdleCpuMs; public float m_flClientFrameIntervalMs; public float m_flPresentCallCpuMs; public float m_flWaitForPresentCpuMs; public float m_flSubmitFrameMs; public float m_flWaitGetPosesCalledMs; public float m_flNewPosesReadyMs; public float m_flNewFrameReadyMs; public float m_flCompositorUpdateStartMs; public float m_flCompositorUpdateEndMs; public float m_flCompositorRenderStartMs; public TrackedDevicePose_t m_HmdPose; } }