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authorMai Lavelle <mai.lavelle@gmail.com>2016-12-14 04:45:09 +0300
committerMai Lavelle <mai.lavelle@gmail.com>2017-03-08 09:24:55 +0300
commitb78e543af9f6a967e239a88422c8e8a697162463 (patch)
treee17f1f9f795cb1476788c8b59674f4cb54aae4f5 /intern/cycles/render/light.cpp
parent817873cc83034c460f1be6bf410c95ff009f3ae2 (diff)
Cycles: Add names to buffer allocations
This is to help debug and track memory usage for generic buffers. We have similar for textures already since those require a name, but for buffers the name is only for debugging proposes.
Diffstat (limited to 'intern/cycles/render/light.cpp')
-rw-r--r--intern/cycles/render/light.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 6a4557506c3..fc6790dc022 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -57,9 +57,9 @@ static void shade_background_pixels(Device *device, DeviceScene *dscene, int res
device->const_copy_to("__data", &dscene->data, sizeof(dscene->data));
- device->mem_alloc(d_input, MEM_READ_ONLY);
+ device->mem_alloc("shade_background_pixels_input", d_input, MEM_READ_ONLY);
device->mem_copy_to(d_input);
- device->mem_alloc(d_output, MEM_WRITE_ONLY);
+ device->mem_alloc("shade_background_pixels_output", d_output, MEM_WRITE_ONLY);
DeviceTask main_task(DeviceTask::SHADER);
main_task.shader_input = d_input.device_pointer;