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

@@ -435,6 +435,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
texture = RenderTargetPool::Get(desc);
if (!texture)
return true;
RENDER_TARGET_POOL_SET_NAME(texture, "GlobalSDF.Cascade");
}
}
desc.Width = resolutionMip * cascadesCount;
@@ -451,6 +452,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
texture = RenderTargetPool::Get(desc);
if (!texture)
return true;
RENDER_TARGET_POOL_SET_NAME(texture, "GlobalSDF.Cascade");
}
}
uint64 memoryUsage = sdfData.Texture->GetMemoryUsage() + sdfData.TextureMip->GetMemoryUsage();
@@ -840,6 +842,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
tmpMip = RenderTargetPool::Get(desc);
if (!tmpMip)
return true;
RENDER_TARGET_POOL_SET_NAME(tmpMip, "GlobalSDF.Mip");
}
GPUTextureView* tmpMipView = tmpMip->ViewVolume();