Add memory profiling events to the main areas of the engine
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@@ -14,6 +14,7 @@
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Scripting/ManagedCLR/MCore.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#if USE_EDITOR
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#include "Engine/Renderer/GBufferPass.h"
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#endif
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@@ -48,6 +49,7 @@ namespace
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{
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bool UpdateMesh(MeshBase* mesh, uint32 vertexCount, uint32 triangleCount, PixelFormat indexFormat, const Float3* vertices, const void* triangles, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
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{
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PROFILE_MEM(GraphicsMeshes);
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auto model = mesh->GetModelBase();
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CHECK_RETURN(model && model->IsVirtual(), true);
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CHECK_RETURN(triangles && vertices, true);
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@@ -172,6 +174,7 @@ bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0Element
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bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0ElementType* vb0, const VB1ElementType* vb1, const VB2ElementType* vb2, const void* ib, bool use16BitIndices)
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{
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PROFILE_MEM(GraphicsMeshes);
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Release();
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// Setup GPU resources
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