| 38 | } |
| 39 | |
| 40 | void RenderBuffers::ReleaseUnusedMemory() |
| 41 | { |
| 42 | // Auto release temporal buffer if not used for some time |
| 43 | const uint64 frameIndex = Engine::FrameCount; |
| 44 | if (VolumetricFog) |
| 45 | { |
| 46 | ASSERT(VolumetricFogHistory); |
| 47 | if (frameIndex - LastFrameVolumetricFog >= LAZY_FRAMES_COUNT) |
| 48 | { |
| 49 | RenderTargetPool::Release(VolumetricFog); |
| 50 | VolumetricFog = nullptr; |
| 51 | RenderTargetPool::Release(VolumetricFogHistory); |
| 52 | VolumetricFogHistory = nullptr; |
| 53 | RenderTargetPool::Release(LocalShadowedLightScattering); |
| 54 | LocalShadowedLightScattering = nullptr; |
| 55 | LastFrameVolumetricFog = 0; |
| 56 | } |
| 57 | } |
| 58 | #define UPDATE_LAZY_KEEP_RT(name) \ |
| 59 | if (name && frameIndex - LastFrame##name >= LAZY_FRAMES_COUNT) \ |
| 60 | { \ |
| 61 | RenderTargetPool::Release(name); \ |
| 62 | name = nullptr; \ |
| 63 | LastFrame##name = 0; \ |
| 64 | } |
| 65 | UPDATE_LAZY_KEEP_RT(TemporalSSR); |
| 66 | UPDATE_LAZY_KEEP_RT(TemporalAA); |
| 67 | UPDATE_LAZY_KEEP_RT(HalfResDepth); |
| 68 | UPDATE_LAZY_KEEP_RT(HiZ); |
| 69 | UPDATE_LAZY_KEEP_RT(LuminanceMap); |
| 70 | #undef UPDATE_LAZY_KEEP_RT |
| 71 | for (int32 i = CustomBuffers.Count() - 1; i >= 0; i--) |
| 72 | { |
| 73 | CustomBuffer* e = CustomBuffers[i]; |
| 74 | if (frameIndex - e->LastFrameUsed >= LAZY_FRAMES_COUNT) |
| 75 | { |
| 76 | Delete(e); |
| 77 | CustomBuffers.RemoveAt(i); |
| 78 | } |
| 79 | } |
| 80 | } |
| 81 | |
| 82 | GPUTexture* RenderBuffers::RequestHalfResDepth(GPUContext* context) |
| 83 | { |