Files
UnrealEngineUWP/Engine/Source/Runtime/Windows
christopher waters e081123c3c Working on making Texture and Buffer memory accounting consistent
- Renaming GRHIGlobals.CurrentTextureMemorySize to GRHIGlobals.StreamingTextureMemorySizeInKB
- Renaming GRHIGlobals.CurrentRendertargetMemorySize to GRHIGlobals.NonStreamingTextureMemorySizeInKB
- Adding GRHIGlobals.BufferMemorySize and GRHIGlobals.UniformBufferMemorySize
- Deduplicating RHI stat accounting code and changing it to use RHI Descs.
- UE::RHICore::UpdateGlobalTextureStats is for StreamingTextureMemorySizeInKB and NonStreamingTextureMemorySizeInKB. This still allows platforms to control where the memory is counted.
- Adding more Buffer RHI stat accounting code to RHIs that were missing it.
- UE::RHICore::UpdateGlobalBufferStats is for BufferMemorySize and UniformBufferMemorySize.
- FillBaselineTextureMemoryStats initializes and fills the common members of FTextureMemoryStats.
- Adding ETextureCreateFlags::ForceIntoNonStreamingMemoryTracking which will force the texture to be counted in NonStreamingTextureMemorySizeInKB.
- Changing all RenderTargetPool textures to be flagged with ETextureCreateFlags::ForceIntoNonStreamingMemoryTracking so they aren't counted against streaming budgets.
- Adding UAV Texture stats instead of lumping them with regular textures
- Adding Buffer stats for ByteAddressBuffer, DrawIndirect and Misc

#jira UE-188415
#rb mihnea.balta, zach.bethel

[CL 26158700 by christopher waters in 5.3 branch]
2023-06-21 15:26:22 -04:00
..
2023-06-17 16:59:11 -04:00
2023-06-17 18:14:12 -04:00