Optimize GPU textures and buffers uploads with a batched memory barrier

This commit is contained in:
Wojtek Figat
2025-09-03 22:11:26 +02:00
parent 212b0de29b
commit f1c4fd464a
4 changed files with 14 additions and 2 deletions

View File

@@ -5,6 +5,7 @@
#include "GPUTask.h"
#include "GPUTasksManager.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/GPUPass.h"
#include "Engine/Profiler/ProfilerCPU.h"
DefaultGPUTasksExecutor::DefaultGPUTasksExecutor()
@@ -30,6 +31,9 @@ void DefaultGPUTasksExecutor::FrameBegin()
// Default implementation performs async operations on start of the frame which is synchronized with a rendering thread
GPUTask* buffer[32];
const int32 count = GPUDevice::Instance->GetTasksManager()->RequestWork(buffer, 32);
if (count == 0)
return;
GPUMemoryPass pass(_context->GPU);
for (int32 i = 0; i < count; i++)
{
_context->Run(buffer[i]);