improve shadowmap vram usage + ui_shadowmap

main
Dominik Madarász 2024-08-31 14:16:32 +02:00
parent a3b747fd46
commit ccd9702a26
4 changed files with 97 additions and 179 deletions

View File

@ -212,14 +212,7 @@ int main(int argc, char** argv) {
ui_slider("CSM Blur Scale", &sm.csm_blur_scale);
ui_bool("VSM Blur", &sm.blur_vsm);
ui_slider("VSM Blur Scale", &sm.vsm_blur_scale);
int sm_vram = sm.vram_usage / 1024 / 1024;
int sm_vram_total = sm.vram_usage_total / 1024 / 1024;
int sm_vram_vsm = sm.vram_usage_vsm / 1024 / 1024;
int sm_vram_csm = sm.vram_usage_csm / 1024 / 1024;
ui_int("Vram Usage", &sm_vram);
ui_int("Vram Usage Total", &sm_vram_total);
ui_int("Vram Usage VSM", &sm_vram_vsm);
ui_int("Vram Usage CSM", &sm_vram_csm);
ui_shadowmap(&sm);
ui_panel_end();
}
}

View File

@ -383431,20 +383431,24 @@ void ui_lights(unsigned num_lights, light_t *lights) {
static inline
void shadowmap_init_common_resources(shadowmap_t *s, int vsm_texture_width, int csm_texture_width) {
// Create a cubemap depth texture
// Create a cubemap depth texture for Variance Shadow Mapping (VSM)
glGenTextures(1, &s->depth_texture);
glBindTexture(GL_TEXTURE_CUBE_MAP, s->depth_texture);
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
// Create a 16-bit depth component texture for each face of the cubemap
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT16, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
}
// Unbind the cubemap texture
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
// Create a 2D depth texture
// Create a 2D depth texture for Cascaded Shadow Mapping (CSM)
glGenTextures(1, &s->depth_texture_2d);
glBindTexture(GL_TEXTURE_2D, s->depth_texture_2d);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
// Create a single 16-bit depth component texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
// Unbind the 2D texture
glBindTexture(GL_TEXTURE_2D, 0);
}
@ -383486,7 +383490,7 @@ shadowmap_init_caster_csm(shadowmap_t *s, int light_index, int texture_width) {
for (int i = 0; i < NUM_SHADOW_CASCADES; i++) {
glGenTextures(1, &s->maps[light_index].texture_2d[i]);
glBindTexture(GL_TEXTURE_2D, s->maps[light_index].texture_2d[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, texture_width, texture_width, 0, GL_RED, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, texture_width, texture_width, 0, GL_RED, GL_HALF_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
@ -384012,62 +384016,32 @@ void shadowmap_end(shadowmap_t *s) {
s->vram_usage_vsm = 0;
s->vram_usage_csm = 0;
{
const int faces = 6;
const int cascades = NUM_SHADOW_CASCADES;
// Depth textures
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 1;
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 1;
// Common resources
s->vram_usage += 6 * s->vsm_texture_width * s->vsm_texture_width * 2; // VSM depth texture (GL_DEPTH_COMPONENT16)
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 2; // CSM depth texture (GL_DEPTH_COMPONENT16)
// Per-light resources
for (int i = 0; i < MAX_LIGHTS; i++) {
// VSM textures
if (s->maps[i].texture != 0) {
// Color texture (GL_RG32F)
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
}
// Color texture (GL_RG32F)
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
// Color texture (GL_RG32F)
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
// CSM textures
if (s->maps[i].texture_2d[0] != 0) {
for (int j = 0; j < cascades; j++) {
// Color texture (GL_R32F)
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
if (s->maps[i].shadow_technique == SHADOW_VSM) {
// VSM cubemap texture (GL_RG32F)
s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8;
} else if (s->maps[i].shadow_technique == SHADOW_CSM) {
// CSM textures (GL_R16F)
s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2;
}
}
for (int j = 0; j < cascades; j++) {
// Color texture (GL_R32F)
s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
// Add blur textures if they exist
for (int i = 0; i < MAX_LIGHTS; i++) {
if (s->maps[i].blur_texture) {
s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 4; // GL_R32F
}
if (s->maps[i].blur_texture_2d) {
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // GL_R32F
}
}
// VSM blur texture (if used)
if (s->maps[i].blur_texture != 0) {
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // Assuming same format as VSM color texture
}
// CSM blur texture (if used)
if (s->maps[i].blur_texture_2d != 0) {
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
}
s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
}
s->vram_usage_total = s->vram_usage + s->vram_usage_vsm + s->vram_usage_csm;
}
}
@ -384083,6 +384057,7 @@ void ui_shadowmap(shadowmap_t *s) {
ui_label2("Total VRAM", va("%lld KB", s->vram_usage_total / 1024));
ui_label2("VSM VRAM", va("%lld KB", s->vram_usage_vsm / 1024));
ui_label2("CSM VRAM", va("%lld KB", s->vram_usage_csm / 1024));
ui_label2("Depth Texture VRAM", va("%lld KB", s->vram_usage / 1024));
ui_collapse_end();
}
}

View File

@ -1614,20 +1614,24 @@ void ui_lights(unsigned num_lights, light_t *lights) {
static inline
void shadowmap_init_common_resources(shadowmap_t *s, int vsm_texture_width, int csm_texture_width) {
// Create a cubemap depth texture
// Create a cubemap depth texture for Variance Shadow Mapping (VSM)
glGenTextures(1, &s->depth_texture);
glBindTexture(GL_TEXTURE_CUBE_MAP, s->depth_texture);
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
// Create a 16-bit depth component texture for each face of the cubemap
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT16, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
}
// Unbind the cubemap texture
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
// Create a 2D depth texture
// Create a 2D depth texture for Cascaded Shadow Mapping (CSM)
glGenTextures(1, &s->depth_texture_2d);
glBindTexture(GL_TEXTURE_2D, s->depth_texture_2d);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
// Create a single 16-bit depth component texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
// Unbind the 2D texture
glBindTexture(GL_TEXTURE_2D, 0);
}
@ -1669,7 +1673,7 @@ shadowmap_init_caster_csm(shadowmap_t *s, int light_index, int texture_width) {
for (int i = 0; i < NUM_SHADOW_CASCADES; i++) {
glGenTextures(1, &s->maps[light_index].texture_2d[i]);
glBindTexture(GL_TEXTURE_2D, s->maps[light_index].texture_2d[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, texture_width, texture_width, 0, GL_RED, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, texture_width, texture_width, 0, GL_RED, GL_HALF_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
@ -2195,62 +2199,32 @@ void shadowmap_end(shadowmap_t *s) {
s->vram_usage_vsm = 0;
s->vram_usage_csm = 0;
{
const int faces = 6;
const int cascades = NUM_SHADOW_CASCADES;
// Depth textures
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 1;
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 1;
// Common resources
s->vram_usage += 6 * s->vsm_texture_width * s->vsm_texture_width * 2; // VSM depth texture (GL_DEPTH_COMPONENT16)
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 2; // CSM depth texture (GL_DEPTH_COMPONENT16)
// Per-light resources
for (int i = 0; i < MAX_LIGHTS; i++) {
// VSM textures
if (s->maps[i].texture != 0) {
// Color texture (GL_RG32F)
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
}
// Color texture (GL_RG32F)
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
// Color texture (GL_RG32F)
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
// CSM textures
if (s->maps[i].texture_2d[0] != 0) {
for (int j = 0; j < cascades; j++) {
// Color texture (GL_R32F)
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
if (s->maps[i].shadow_technique == SHADOW_VSM) {
// VSM cubemap texture (GL_RG32F)
s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8;
} else if (s->maps[i].shadow_technique == SHADOW_CSM) {
// CSM textures (GL_R16F)
s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2;
}
}
for (int j = 0; j < cascades; j++) {
// Color texture (GL_R32F)
s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
// Add blur textures if they exist
for (int i = 0; i < MAX_LIGHTS; i++) {
if (s->maps[i].blur_texture) {
s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 4; // GL_R32F
}
if (s->maps[i].blur_texture_2d) {
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // GL_R32F
}
}
// VSM blur texture (if used)
if (s->maps[i].blur_texture != 0) {
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // Assuming same format as VSM color texture
}
// CSM blur texture (if used)
if (s->maps[i].blur_texture_2d != 0) {
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
}
s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
}
s->vram_usage_total = s->vram_usage + s->vram_usage_vsm + s->vram_usage_csm;
}
}
@ -2266,6 +2240,7 @@ void ui_shadowmap(shadowmap_t *s) {
ui_label2("Total VRAM", va("%lld KB", s->vram_usage_total / 1024));
ui_label2("VSM VRAM", va("%lld KB", s->vram_usage_vsm / 1024));
ui_label2("CSM VRAM", va("%lld KB", s->vram_usage_csm / 1024));
ui_label2("Depth Texture VRAM", va("%lld KB", s->vram_usage / 1024));
ui_collapse_end();
}
}

View File

@ -18468,20 +18468,24 @@ void ui_lights(unsigned num_lights, light_t *lights) {
static inline
void shadowmap_init_common_resources(shadowmap_t *s, int vsm_texture_width, int csm_texture_width) {
// Create a cubemap depth texture
// Create a cubemap depth texture for Variance Shadow Mapping (VSM)
glGenTextures(1, &s->depth_texture);
glBindTexture(GL_TEXTURE_CUBE_MAP, s->depth_texture);
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
// Create a 16-bit depth component texture for each face of the cubemap
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT16, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
}
// Unbind the cubemap texture
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
// Create a 2D depth texture
// Create a 2D depth texture for Cascaded Shadow Mapping (CSM)
glGenTextures(1, &s->depth_texture_2d);
glBindTexture(GL_TEXTURE_2D, s->depth_texture_2d);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
// Create a single 16-bit depth component texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
// Unbind the 2D texture
glBindTexture(GL_TEXTURE_2D, 0);
}
@ -18523,7 +18527,7 @@ shadowmap_init_caster_csm(shadowmap_t *s, int light_index, int texture_width) {
for (int i = 0; i < NUM_SHADOW_CASCADES; i++) {
glGenTextures(1, &s->maps[light_index].texture_2d[i]);
glBindTexture(GL_TEXTURE_2D, s->maps[light_index].texture_2d[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, texture_width, texture_width, 0, GL_RED, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, texture_width, texture_width, 0, GL_RED, GL_HALF_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
@ -19049,62 +19053,32 @@ void shadowmap_end(shadowmap_t *s) {
s->vram_usage_vsm = 0;
s->vram_usage_csm = 0;
{
const int faces = 6;
const int cascades = NUM_SHADOW_CASCADES;
// Depth textures
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 1;
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 1;
// Common resources
s->vram_usage += 6 * s->vsm_texture_width * s->vsm_texture_width * 2; // VSM depth texture (GL_DEPTH_COMPONENT16)
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 2; // CSM depth texture (GL_DEPTH_COMPONENT16)
// Per-light resources
for (int i = 0; i < MAX_LIGHTS; i++) {
// VSM textures
if (s->maps[i].texture != 0) {
// Color texture (GL_RG32F)
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
}
// Color texture (GL_RG32F)
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
// Color texture (GL_RG32F)
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
// CSM textures
if (s->maps[i].texture_2d[0] != 0) {
for (int j = 0; j < cascades; j++) {
// Color texture (GL_R32F)
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
if (s->maps[i].shadow_technique == SHADOW_VSM) {
// VSM cubemap texture (GL_RG32F)
s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8;
} else if (s->maps[i].shadow_technique == SHADOW_CSM) {
// CSM textures (GL_R16F)
s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2;
}
}
for (int j = 0; j < cascades; j++) {
// Color texture (GL_R32F)
s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
// Add blur textures if they exist
for (int i = 0; i < MAX_LIGHTS; i++) {
if (s->maps[i].blur_texture) {
s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 4; // GL_R32F
}
if (s->maps[i].blur_texture_2d) {
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // GL_R32F
}
}
// VSM blur texture (if used)
if (s->maps[i].blur_texture != 0) {
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // Assuming same format as VSM color texture
}
// CSM blur texture (if used)
if (s->maps[i].blur_texture_2d != 0) {
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
}
s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
}
s->vram_usage_total = s->vram_usage + s->vram_usage_vsm + s->vram_usage_csm;
}
}
@ -19120,6 +19094,7 @@ void ui_shadowmap(shadowmap_t *s) {
ui_label2("Total VRAM", va("%lld KB", s->vram_usage_total / 1024));
ui_label2("VSM VRAM", va("%lld KB", s->vram_usage_vsm / 1024));
ui_label2("CSM VRAM", va("%lld KB", s->vram_usage_csm / 1024));
ui_label2("Depth Texture VRAM", va("%lld KB", s->vram_usage / 1024));
ui_collapse_end();
}
}