Add pooled render targets naming for easier GPU memory usage debugging
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@@ -31,6 +31,9 @@ void QuadOverdrawPass::Render(RenderContext& renderContext, GPUContext* context,
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auto lockTexture = RenderTargetPool::Get(tempDesc);
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auto overdrawTexture = RenderTargetPool::Get(tempDesc);
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auto liveCountTexture = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(lockTexture, "QuadOverdraw.Lock");
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RENDER_TARGET_POOL_SET_NAME(overdrawTexture, "QuadOverdraw.Overdraw");
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RENDER_TARGET_POOL_SET_NAME(liveCountTexture, "QuadOverdraw.LiveCount");
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// Clear buffers
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uint32 clearValueUINT[4] = { 0 };
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