Add a few more rendering timestamps
This commit is contained in:
parent
8208060c21
commit
1adc4e5875
1 changed files with 18 additions and 11 deletions
|
@ -1972,22 +1972,25 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
|
|||
RD::get_singleton()->draw_list_end();
|
||||
RD::get_singleton()->draw_command_end_label();
|
||||
}
|
||||
if (rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
|
||||
RENDER_TIMESTAMP("Resolve MSAA");
|
||||
|
||||
if (!can_continue_color && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
|
||||
// Handle views individual, might want to look at rewriting our resolve to do both layers in one pass.
|
||||
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
|
||||
RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v));
|
||||
}
|
||||
if (using_separate_specular) {
|
||||
if (!can_continue_color) {
|
||||
// Handle views individual, might want to look at rewriting our resolve to do both layers in one pass.
|
||||
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
|
||||
RD::get_singleton()->texture_resolve_multisample(rb_data->get_specular_msaa(v), rb_data->get_specular(v));
|
||||
RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v));
|
||||
}
|
||||
if (using_separate_specular) {
|
||||
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
|
||||
RD::get_singleton()->texture_resolve_multisample(rb_data->get_specular_msaa(v), rb_data->get_specular(v));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!can_continue_depth && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
|
||||
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
|
||||
resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]);
|
||||
if (!can_continue_depth) {
|
||||
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
|
||||
resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2016,11 +2019,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
|
|||
}
|
||||
|
||||
if (scene_state.used_screen_texture) {
|
||||
RENDER_TIMESTAMP("Copy Screen Texture");
|
||||
|
||||
// Copy screen texture to backbuffer so we can read from it
|
||||
_render_buffers_copy_screen_texture(p_render_data);
|
||||
}
|
||||
|
||||
if (scene_state.used_depth_texture) {
|
||||
RENDER_TIMESTAMP("Copy Depth Texture");
|
||||
|
||||
// Copy depth texture to backbuffer so we can read from it
|
||||
_render_buffers_copy_depth_texture(p_render_data);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue