Popcorning Guinea Pig
Search Results for

    Show / Hide Table of Contents

    Enum MemoryCategory

    Memory categories tracked by MemorySnapshot.

    Namespace: PopcorningGuineaPig.Engine.Diagnostics
    Assembly: PopcorningGuineaPig.Engine.dll
    Syntax
    public enum MemoryCategory
    Remarks

    Categories fall into two groups, which the diagnostics overlay surfaces in separate sections:

    • Game asset state Textures, Models, Sounds, Fonts, Shaders, Other — bytes attributable to assets the engine has loaded for the project being built. This is the footprint a shipped game would carry.
    • Host process counters ManagedHeap, ProcessWorkingSet, ProcessPrivate — bytes attributed to the host process (editor + engine, or the game runtime when sampled from a shipped game). These include the host's overhead and are NOT the game's standalone footprint when sampled from inside the editor.

    Editor-only memory (thumbnail caches, ImGui atlases, theme textures) is intentionally NOT represented; those are workshop concerns, not game concerns.

    Fields

    Name Description
    Fonts

    Bytes consumed by registered fonts (glyph atlas pixel data). Byte estimation is deferred to story 12.7; the current build reports 0 here.

    ManagedHeap

    Managed CLR heap (GC.GetTotalMemory). When measured from a shipped game this is the game's heap; when measured from the editor it includes the editor's allocations and is reported under the "host process" label.

    Models

    Bytes consumed by registered models. Byte estimation is deferred to story 12.7; the current build reports 0 here.

    Other

    Catch-all for memory not attributed to any specific category. Byte estimation is deferred to story 12.7; the current build reports 0 here.

    ProcessPrivate

    Host process private committed memory (Process.PrivateMemorySize64). Includes the editor's overhead when sampled from inside the editor.

    ProcessWorkingSet

    Host process working set — physical RAM in use (Process.WorkingSet64). Includes the editor's overhead when sampled from inside the editor.

    Shaders

    Shaders. The GPU memory of compiled shaders is opaque; this category is always reported as 0. The shader count is exposed separately via IAssetRegistry.GetShaderCount.

    Sounds

    Bytes consumed by registered sounds (decoded buffers + streaming sources). Byte estimation is deferred to story 12.7; the current build reports 0 here.

    Textures

    Estimated bytes consumed by registered textures, derived from each texture's pixel format and dimensions.

    • Edit this page
    • View Source
    In this article
    Back to top © 2024 Popcorning Guinea Pig Game Engine. A custom C# game engine for indie developers.