Add memory profiling events to the main areas of the engine

This commit is contained in:
Wojtek Figat
2025-05-22 04:47:01 +02:00
parent 32bc73610f
commit c639a3103c
101 changed files with 502 additions and 17 deletions

View File

@@ -12,6 +12,7 @@
#include "Engine/Graphics/GPULimits.h"
#include "Engine/Scripting/Enums.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Profiler/ProfilerMemory.h"
void BackBufferVulkan::Setup(GPUSwapChainVulkan* window, VkImage backbuffer, PixelFormat format, VkExtent3D extent)
{
@@ -61,6 +62,7 @@ void GPUSwapChainVulkan::OnReleaseGPU()
ReleaseBackBuffer();
// Release data
PROFILE_MEM_DEC(Graphics, _memoryUsage);
_currentImageIndex = -1;
_semaphoreIndex = 0;
_acquiredImageIndex = -1;
@@ -76,6 +78,7 @@ void GPUSwapChainVulkan::OnReleaseGPU()
_surface = VK_NULL_HANDLE;
}
_width = _height = 0;
_memoryUsage = 0;
}
bool GPUSwapChainVulkan::IsFullscreen()
@@ -412,6 +415,7 @@ bool GPUSwapChainVulkan::CreateSwapChain(int32 width, int32 height)
// Estimate memory usage
_memoryUsage = 1024 + RenderTools::CalculateTextureMemoryUsage(_format, _width, _height, 1) * _backBuffers.Count();
PROFILE_MEM_INC(Graphics, _memoryUsage);
return false;
}