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

@@ -310,8 +310,10 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
auto tempDesc = GPUTextureDescription::New2D(w2, h2, 0, output->Format(), GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews);
auto bloomTmp1 = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(bloomTmp1, "PostProcessing.Bloom");
// TODO: bloomTmp2 could be quarter res because we don't use it's first mip
auto bloomTmp2 = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(bloomTmp2, "PostProcessing.Bloom");
// Check if use bloom
if (useBloom)