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

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