@@ -697,7 +697,7 @@ bool GPUTexture::DownloadData(TextureData& result)
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PROFILE_CPU();
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// Use faster path for staging resources
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if (IsStaging())
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if (IsStaging()) // TODO: what about chips with unified memory? if rendering is not active then we can access GPU memory from CPU directly (eg. mobile, integrated GPUs and some consoles)
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{
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const auto arraySize = ArraySize();
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const auto mipLevels = MipLevels();
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@@ -736,7 +736,11 @@ bool GPUTexture::DownloadData(TextureData& result)
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return false;
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}
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#if GPU_ENABLE_RESOURCE_NAMING
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const auto name = ToString();
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#else
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const StringView name = TEXT("Texture");
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#endif
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// Ensure not running on main thread - we support DownloadData from textures only on a worker threads (Thread Pool Workers or Content Loaders)
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if (IsInMainThread())
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