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

@@ -388,6 +388,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
auto outputFormat = renderContext.Buffers->GetOutputFormat();
auto tempDesc = GPUTextureDescription::New2D(renderContext.Buffers->GetWidth(), renderContext.Buffers->GetHeight(), outputFormat);
auto lightBuffer = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(lightBuffer, "Lighting");
#if USE_EDITOR
if (renderContext.View.Mode == ViewMode::QuadOverdraw)