void FD3D12CommandContext::RHIBeginFrame()
{
	check(IsDefaultContext());
	RHIPrivateBeginFrame();

	FD3D12Device* Device = GetParentDevice();
	FD3D12GlobalOnlineHeap& SamplerHeap = Device->GetGlobalSamplerHeap();
	const uint32 NumContexts = Device->GetNumContexts();

	if (SamplerHeap.DescriptorTablesDirty())
	{
		//Rearrange the set for better look-up performance
		SamplerHeap.GetUniqueDescriptorTables().Compact();
	}

	for (uint32 i = 0; i < NumContexts; ++i)
	{
		Device->GetCommandContext(i).StateCache.GetDescriptorCache()->BeginFrame();
	}

	Device->GetGlobalSamplerHeap().ToggleDescriptorTablesDirtyFlag(false);

	UniformBufferBeginFrame();
	OwningRHI.GPUProfilingData.BeginFrame(&OwningRHI);
}
void FD3D12CommandContext::RHIEndFrame()
{
	check(IsDefaultContext());
	OwningRHI.GPUProfilingData.EndFrame();

	FD3D12Device* Device = GetParentDevice();

	Device->FirstFrameSeen = true;

	Device->GetDeferredDeletionQueue().ReleaseResources();
	Device->GetDefaultBufferAllocator().CleanupFreeBlocks();

	const uint32 NumContexts = Device->GetNumContexts();
	for (uint32 i = 0; i < NumContexts; ++i)
    {
		Device->GetCommandContext(i).EndFrame();
	}

	Device->GetDefaultUploadHeapAllocator().CleanUpAllocations();
	Device->GetTextureAllocator().CleanUpAllocations();
	Device->GetDefaultBufferAllocator().CleanupFreeBlocks();

	Device->GetDefaultFastAllocatorPool().CleanUpPages(10);
	{
		FScopeLock Lock(Device->GetBufferInitFastAllocator().GetCriticalSection());
		Device->GetBufferInitFastAllocatorPool().CleanUpPages(10);
	}

	// The Texture streaming threads share a pool
	{
		FD3D12ThreadSafeFastAllocator* pCurrentHelperThreadDynamicHeapAllocator = nullptr;
		for (uint32 i = 0; i < FD3D12DynamicRHI::GetD3DRHI()->NumThreadDynamicHeapAllocators; ++i)
		{
			pCurrentHelperThreadDynamicHeapAllocator = FD3D12DynamicRHI::GetD3DRHI()->ThreadDynamicHeapAllocatorArray[i];
			if (pCurrentHelperThreadDynamicHeapAllocator)
			{
				FScopeLock Lock(pCurrentHelperThreadDynamicHeapAllocator->GetCriticalSection());
				pCurrentHelperThreadDynamicHeapAllocator->GetPool()->CleanUpPages(10);
				break;
			}
		}
    }

#if SUPPORTS_MEMORY_RESIDENCY
	GetResourceResidencyManager().Process();
#endif
	DXGI_QUERY_VIDEO_MEMORY_INFO LocalVideoMemoryInfo;

	FD3D12DynamicRHI::GetD3DRHI()->GetLocalVideoMemoryInfo(&LocalVideoMemoryInfo);

	int64 budget = LocalVideoMemoryInfo.Budget;

	int64 AvailableSpace = budget - int64(LocalVideoMemoryInfo.CurrentUsage);

	SET_MEMORY_STAT(STAT_D3D12UsedVideoMemory, LocalVideoMemoryInfo.CurrentUsage);
	SET_MEMORY_STAT(STAT_D3D12AvailableVideoMemory, AvailableSpace);
	SET_MEMORY_STAT(STAT_D3D12TotalVideoMemory, budget);
}