Add memory profiling events to the main areas of the engine
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@@ -626,6 +626,7 @@ void RenderList::BuildObjectsBuffer()
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if (count == 0)
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return;
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PROFILE_CPU();
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PROFILE_MEM(GraphicsCommands);
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ObjectBuffer.Data.Resize(count * sizeof(ShaderObjectData));
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auto* src = (const DrawCall*)DrawCalls.Get();
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auto* dst = (ShaderObjectData*)ObjectBuffer.Data.Get();
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@@ -648,6 +649,7 @@ void RenderList::BuildObjectsBuffer()
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void RenderList::SortDrawCalls(const RenderContext& renderContext, bool reverseDistance, DrawCallsList& list, const RenderListBuffer<DrawCall>& drawCalls, DrawPass pass, bool stable)
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{
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PROFILE_CPU();
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PROFILE_MEM(GraphicsCommands);
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const auto* drawCallsData = drawCalls.Get();
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const auto* listData = list.Indices.Get();
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const int32 listSize = list.Indices.Count();
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@@ -754,6 +756,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL
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if (list.IsEmpty())
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return;
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PROFILE_GPU_CPU("Drawing");
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PROFILE_MEM(GraphicsCommands);
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const auto* drawCallsData = drawCallsList->DrawCalls.Get();
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const auto* listData = list.Indices.Get();
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const auto* batchesData = list.Batches.Get();
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