Add pooled render targets naming for easier GPU memory usage debugging
This commit is contained in:
@@ -186,8 +186,10 @@ bool ShadowsOfMordor::Builder::doWorkInner(DateTime buildStart)
|
||||
const int32 atlasSize = (int32)_scenes[_workerActiveSceneIndex]->GetSettings().AtlasSize;
|
||||
auto tempDesc = GPUTextureDescription::New2D(atlasSize, atlasSize, HemispheresFormatToPixelFormat[CACHE_POSITIONS_FORMAT]);
|
||||
_cachePositions = RenderTargetPool::Get(tempDesc);
|
||||
RENDER_TARGET_POOL_SET_NAME(_cachePositions, "ShadowsOfMordor.Positions");
|
||||
tempDesc.Format = HemispheresFormatToPixelFormat[CACHE_NORMALS_FORMAT];
|
||||
_cacheNormals = RenderTargetPool::Get(tempDesc);
|
||||
RENDER_TARGET_POOL_SET_NAME(_cachePositions, "ShadowsOfMordor.Normals");
|
||||
if (_cachePositions == nullptr || _cacheNormals == nullptr)
|
||||
{
|
||||
LOG(Warning, "Failed to get textures for cache.");
|
||||
|
||||
Reference in New Issue
Block a user