Add pooled render targets naming for easier GPU memory usage debugging

This commit is contained in:
Wojciech Figat
2022-12-09 11:26:35 +01:00
parent d544c43744
commit b33ce8d264
25 changed files with 69 additions and 4 deletions

View File

@@ -1070,6 +1070,8 @@ void DrawBatch(int32 startIndex, int32 count)
auto desc = GPUTextureDescription::New2D(renderTargetWidth, renderTargetHeight, PS_Blur_Format);
auto blurA = RenderTargetPool::Get(desc);
auto blurB = RenderTargetPool::Get(desc);
RENDER_TARGET_POOL_SET_NAME(blurA, "Render2D.BlurA");
RENDER_TARGET_POOL_SET_NAME(blurB, "Render2D.BlurB");
// Prepare blur data
BlurData data;