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# init(totalCycles:vertexCycles:tessellationCycles:postTessellationVertexCycles:fragmentCycles:renderTargetCycles:)

Creates a stage-utilization result from utilization values.

```
init(totalCycles: UInt64, vertexCycles: UInt64, tessellationCycles: UInt64, postTessellationVertexCycles: UInt64, fragmentCycles: UInt64, renderTargetCycles: UInt64)
```

## Parameters

`totalCycles`

The number of GPU cycles the entire render pass takes to run.

`vertexCycles`

The number of GPU cycles the vertex shaders take to run.

`tessellationCycles`

The number of GPU cycles the tessellating patches take to run.

`postTessellationVertexCycles`

The number of GPU cycles the post-tessellation vertex shaders take to run.

`fragmentCycles`

The number of GPU cycles the fragment shaders take to run.

`renderTargetCycles`

The number of GPU cycles the pass takes writing data to render targets.

## Discussion

Metal creates [`MTLCounterResultStageUtilization`](/documentation/Metal/MTLCounterResultStageUtilization) instances for you when you resolve the counter set’s data (see [Converting a GPU’s counter data into a readable format](/documentation/Metal/converting-a-gpus-counter-data-into-a-readable-format)). There’s no reason for you to manually create one in your app.

---

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