Include all pipeline builds in the stats

This commit is contained in:
Magnus Norddahl 2025-04-06 16:15:00 +02:00
commit 5cc54c5603

View file

@ -489,7 +489,7 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreateVertexInputLibrary(int
builder.DebugName("VkRenderPassSetup.VertexInputLibrary");
AddVertexInputInterface(builder, vertexFormat, drawType);
AddDynamicState(builder);
return builder.Create(fb->GetDevice());
return CreateWithStats(builder);
}
std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreateVertexShaderLibrary(const VkPipelineKey& key, bool isUberShader)
@ -504,7 +504,7 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreateVertexShaderLibrary(con
builder.DebugName("VkRenderPassSetup.VertexShaderLibrary");
AddPreRasterizationShaders(builder, key, program);
AddDynamicState(builder);
return builder.Create(fb->GetDevice());
return CreateWithStats(builder);
}
std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreateFragmentShaderLibrary(const VkPipelineKey& key, bool isUberShader)
@ -519,7 +519,7 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreateFragmentShaderLibrary(c
builder.DebugName("VkRenderPassSetup.FragmentShaderLibrary");
AddFragmentShader(builder, key, program);
AddDynamicState(builder);
return builder.Create(fb->GetDevice());
return CreateWithStats(builder);
}
std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreateFragmentOutputLibrary(FRenderStyle renderStyle, VkColorComponentFlags colorMask)
@ -532,7 +532,7 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreateFragmentOutputLibrary(F
builder.DebugName("VkRenderPassSetup.FragmentOutputLibrary");
AddFragmentOutputInterface(builder, renderStyle, colorMask);
AddDynamicState(builder);
return builder.Create(fb->GetDevice());
return CreateWithStats(builder);
}
void VkRenderPassSetup::AddVertexInputInterface(GraphicsPipelineBuilder& builder, int vertexFormat, int drawType)