Add more memory profiling coverage
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@@ -628,6 +628,7 @@ GPUTask* GPUTexture::UploadMipMapAsync(const BytesContainer& data, int32 mipInde
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GPUTask* GPUTexture::UploadMipMapAsync(const BytesContainer& data, int32 mipIndex, int32 rowPitch, int32 slicePitch, bool copyData)
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{
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PROFILE_CPU();
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PROFILE_MEM(GraphicsTextures);
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ASSERT(IsAllocated());
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ASSERT(mipIndex < MipLevels() && data.IsValid());
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ASSERT(data.Length() >= slicePitch);
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@@ -720,6 +721,7 @@ bool GPUTexture::DownloadData(TextureData& result)
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MISSING_CODE("support volume texture data downloading.");
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}
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PROFILE_CPU();
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PROFILE_MEM(GraphicsTextures);
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// Use faster path for staging resources
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if (IsStaging()) // TODO: what about chips with unified memory? if rendering is not active then we can access GPU memory from CPU directly (eg. mobile, integrated GPUs and some consoles)
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@@ -806,6 +808,7 @@ Task* GPUTexture::DownloadDataAsync(TextureData& result)
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MISSING_CODE("support volume texture data downloading.");
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}
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PROFILE_CPU();
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PROFILE_MEM(GraphicsTextures);
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// Use faster path for staging resources
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if (IsStaging())
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