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Fix incorrect parameters for layered textures in VRAM texture memory profiler #96128

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BlueCube3310
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@BlueCube3310 BlueCube3310 commented Aug 26, 2024

The texture memory profiler used to incorrectly assume the texture's depth to also be its layer count, which caused invalid memory size estimations. Additionally, RD-based renderers would always assume a texture had mipmaps due to incorrect logic for checking their count.

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@BlueCube3310 BlueCube3310 requested a review from a team as a code owner August 26, 2024 18:02
@BlueCube3310 BlueCube3310 force-pushed the vram-profiler-texture-mem branch from 89edd94 to 2e3beaf Compare August 26, 2024 18:04
@AThousandShips AThousandShips added this to the 4.4 milestone Aug 26, 2024
@BlueCube3310 BlueCube3310 force-pushed the vram-profiler-texture-mem branch 3 times, most recently from acd1f02 to 1664e49 Compare August 28, 2024 12:16
@BlueCube3310 BlueCube3310 force-pushed the vram-profiler-texture-mem branch from 1664e49 to eccdc5a Compare September 1, 2024 09:46

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…mory profiler
@BlueCube3310 BlueCube3310 force-pushed the vram-profiler-texture-mem branch from eccdc5a to e74bc30 Compare September 1, 2024 09:49
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@clayjohn clayjohn left a comment

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Looks great! Thank you for taking a look at this. The VRAM profiler is something that I really want to improve in this release

@akien-mga akien-mga merged commit f50ead4 into godotengine:master Sep 2, 2024
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Thanks!

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4 participants