Add more improvements to usability of memory profiler

This commit is contained in:
Wojtek Figat
2025-06-06 22:40:43 +02:00
parent e8b60060ab
commit 091f76bbf2
8 changed files with 63 additions and 20 deletions

View File

@@ -5,16 +5,17 @@
#include "Engine/Threading/Threading.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/GPUBuffer.h"
#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Color32.h"
#include "Engine/Core/Collections/ChunkedArray.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Content/Content.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/Assets/MaterialBase.h"
#include "Engine/Content/AssetReference.h"
#include "Engine/Core/Log.h"
#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Profiler/ProfilerMemory.h"
// Must match structure defined in Terrain.shader
struct TerrainVertex
@@ -94,6 +95,7 @@ bool TerrainManager::GetChunkGeometry(DrawCall& drawCall, int32 chunkSize, int32
data->GetChunkGeometry(drawCall);
return false;
}
PROFILE_MEM(LevelTerrain);
// Prepare
const int32 vertexCount = (chunkSize + 1) >> lodIndex;