Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/ProfilingDebugging
luke thatcher 0a443d68c5 Improve performance of RHI GPU draw call / num primitive stats
- Old code relied on atomic increments in the RHI_DRAW_CALL_INC /  RHI_DRAW_CALL_STATS macros, which is expensive, particularly on platforms with poor atomic performance.
 - New system replaces the atomic writes with a context-specific stats structure, which is accumulated by the RHI thread into the global structure.
 - Contexts write stat data through a "Stats" pointer on the IRHIComputeContext, which is set automatically by the command list management code. The pointer is replaced whenever a new "draw call category" is pushed, to redirect the counts.
 - Also moved some macro definitions around so more of the system can be removed when HAS_GPU_STATS is 0. Removed dependencies on CSV_PROFILER.

Moved Begin/EndFrame, Begin/EndScene, Begin/EndDrawingViewport into the immediate RHICmdList
 - They were already immediate-only functions due to a check() they contain.

#rb Zach.Bethel
#preflight 635fed4af97758810b50cb06

[CL 22875455 by luke thatcher in ue5-main branch]
2022-10-31 20:02:27 -04:00
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