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

@@ -393,7 +393,7 @@ void ReflectionsPass::Render(RenderContext& renderContext, GPUTextureView* light
auto tempDesc = GPUTextureDescription::New2D(renderContext.Buffers->GetWidth(), renderContext.Buffers->GetHeight(), PixelFormat::R11G11B10_Float);
auto reflectionsBuffer = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(reflectionsBuffer, "Reflections");
context->Clear(*reflectionsBuffer, Color::Black);
// Reflection Probes pass