Tweak render timestamp names for explicitness and consistency
- Add 2D and 3D in timestamp names when needed to avoid ambiguity. - Use present tense in all render timestamp names. - Add a space after ">" (begin) and "<" (end) symbols. - Remove redundant "End" in render timestamp names (indicated by "<").
This commit is contained in:
parent
d0c3094da8
commit
c509a3a3a5
8 changed files with 69 additions and 69 deletions
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@ -66,7 +66,7 @@ void RendererCanvasCull::_render_canvas_item_tree(RID p_to_render_target, Canvas
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}
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}
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RENDER_TIMESTAMP("Render Canvas Items");
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RENDER_TIMESTAMP("Render CanvasItems");
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bool sdf_flag;
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RSG::canvas_render->canvas_render_items(p_to_render_target, list, p_modulate, p_lights, p_directional_lights, p_transform, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel, sdf_flag);
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@ -338,7 +338,7 @@ void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2
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}
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void RendererCanvasCull::render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RendererCanvasRender::Light *p_lights, RendererCanvasRender::Light *p_directional_lights, const Rect2 &p_clip_rect, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_transforms_to_pixel, bool p_snap_2d_vertices_to_pixel) {
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RENDER_TIMESTAMP(">Render Canvas");
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RENDER_TIMESTAMP("> Render Canvas");
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sdf_used = false;
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snapping_2d_transforms_to_pixel = p_snap_2d_transforms_to_pixel;
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@ -384,7 +384,7 @@ void RendererCanvasCull::render_canvas(RID p_render_target, Canvas *p_canvas, co
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}
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}
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RENDER_TIMESTAMP("<End Render Canvas");
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RENDER_TIMESTAMP("< Render Canvas");
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}
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bool RendererCanvasCull::was_sdf_used() {
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@ -398,7 +398,7 @@ void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMa
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}
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void ClusterBuilderRD::bake_cluster() {
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RENDER_TIMESTAMP(">Bake Cluster");
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RENDER_TIMESTAMP("> Bake 3D Cluster");
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RD::get_singleton()->draw_command_begin_label("Bake Light Cluster");
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@ -429,7 +429,7 @@ void ClusterBuilderRD::bake_cluster() {
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RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
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RENDER_TIMESTAMP("Render Elements");
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RENDER_TIMESTAMP("Render 3D Cluster Elements");
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//render elements
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{
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@ -466,7 +466,7 @@ void ClusterBuilderRD::bake_cluster() {
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RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_COMPUTE);
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}
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//store elements
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RENDER_TIMESTAMP("Pack Elements");
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RENDER_TIMESTAMP("Pack 3D Cluster Elements");
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{
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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@ -492,7 +492,7 @@ void ClusterBuilderRD::bake_cluster() {
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} else {
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RD::get_singleton()->barrier(RD::BARRIER_MASK_TRANSFER, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
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}
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RENDER_TIMESTAMP("<Bake Cluster");
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RENDER_TIMESTAMP("< Bake 3D Cluster");
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RD::get_singleton()->draw_command_end_label();
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}
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@ -1417,7 +1417,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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bool needs_pre_resolve = _needs_post_prepass_render(p_render_data, using_sdfgi || using_voxelgi);
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if (needs_pre_resolve) {
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RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (parallel)");
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RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (Parallel)");
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} else {
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RENDER_TIMESTAMP("Render Depth Pre-Pass");
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}
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@ -1444,8 +1444,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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}
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if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
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RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
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RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass");
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RENDER_TIMESTAMP("Resolve Depth Pre-Pass (MSAA)");
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RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass (MSAA)");
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if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI) {
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if (needs_pre_resolve) {
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RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE);
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@ -1562,15 +1562,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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if (using_separate_specular) {
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if (using_sss) {
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RENDER_TIMESTAMP("Sub Surface Scattering");
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RD::get_singleton()->draw_command_begin_label("Process Sub Surface Scattering");
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RENDER_TIMESTAMP("Sub-Surface Scattering");
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RD::get_singleton()->draw_command_begin_label("Process Sub-Surface Scattering");
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_process_sss(p_render_data->render_buffers, p_render_data->cam_projection);
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RD::get_singleton()->draw_command_end_label();
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}
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if (using_ssr) {
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RENDER_TIMESTAMP("Screen Space Reflection");
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RD::get_singleton()->draw_command_begin_label("Process Screen Space Reflections");
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RENDER_TIMESTAMP("Screen-Space Reflections");
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RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections");
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_process_ssr(p_render_data->render_buffers, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
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RD::get_singleton()->draw_command_end_label();
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} else {
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@ -1590,9 +1590,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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_render_buffers_copy_depth_texture(p_render_data);
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}
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RENDER_TIMESTAMP("Render Transparent Pass");
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RENDER_TIMESTAMP("Render 3D Transparent Pass");
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RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
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RD::get_singleton()->draw_command_begin_label("Render 3D Transparent Pass");
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rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
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@ -1618,7 +1618,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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RD::get_singleton()->draw_command_begin_label("Copy framebuffer for SSIL");
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if (using_ssil) {
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RENDER_TIMESTAMP("Copy Final Framebuffer");
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RENDER_TIMESTAMP("Copy Final Framebuffer (SSIL)");
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_copy_framebuffer_to_ssil(p_render_data->render_buffers);
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}
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RD::get_singleton()->draw_command_end_label();
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@ -1731,7 +1731,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
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}
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void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
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RENDER_TIMESTAMP("Setup Render Collider Heightfield");
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RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
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RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
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@ -1769,9 +1769,9 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
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}
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void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
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RENDER_TIMESTAMP("Setup Rendering Material");
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RENDER_TIMESTAMP("Setup Rendering 3D Material");
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RD::get_singleton()->draw_command_begin_label("Render Material");
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RD::get_singleton()->draw_command_begin_label("Render 3D Material");
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RenderDataRD render_data;
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render_data.cam_projection = p_cam_projection;
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@ -1795,7 +1795,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
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RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
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RENDER_TIMESTAMP("Render Material");
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RENDER_TIMESTAMP("Render 3D Material");
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{
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RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set);
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@ -1841,7 +1841,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p
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RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
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RENDER_TIMESTAMP("Render Material");
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RENDER_TIMESTAMP("Render 3D Material");
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{
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RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, true);
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@ -653,9 +653,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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if (draw_sky || draw_sky_fog_only) {
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// !BAS! @TODO See if we can limit doing some things double and maybe even move this into _pre_opaque_render
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// and change Forward Clustered in the same way as we have here (but without using subpasses)
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RENDER_TIMESTAMP("Setup Sky resolution buffers");
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RENDER_TIMESTAMP("Setup Sky Resolution Buffers");
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RD::get_singleton()->draw_command_begin_label("Setup Sky resolution buffers");
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RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
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if (p_render_data->reflection_probe.is_valid()) {
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CameraMatrix correction;
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@ -972,9 +972,9 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
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/* */
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void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
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RENDER_TIMESTAMP("Setup Rendering Material");
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RENDER_TIMESTAMP("Setup Rendering 3D Material");
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RD::get_singleton()->draw_command_begin_label("Render Material");
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RD::get_singleton()->draw_command_begin_label("Render 3D Material");
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_update_render_base_uniform_set();
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@ -997,7 +997,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
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RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
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RENDER_TIMESTAMP("Render Material");
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RENDER_TIMESTAMP("Render 3D Material");
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{
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RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, 0);
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@ -1039,7 +1039,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in
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RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
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RENDER_TIMESTAMP("Render Material");
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RENDER_TIMESTAMP("Render 3D Material");
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{
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RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true, false);
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@ -1089,7 +1089,7 @@ void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_
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}
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void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
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RENDER_TIMESTAMP("Setup Render Collider Heightfield");
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RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
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RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
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@ -1002,7 +1002,7 @@ void RendererSceneGIRD::SDFGI::store_probes() {
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push_constant.y_mult = y_mult;
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// Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
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RENDER_TIMESTAMP("Average Probes");
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RENDER_TIMESTAMP("Average SDFGI Probes");
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
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@ -1555,14 +1555,14 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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if (cascade_next != cascade) {
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RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade");
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RENDER_TIMESTAMP(">SDFGI Update SDF");
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RENDER_TIMESTAMP("> SDFGI Update SDF");
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//done rendering! must update SDF
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//clear dispatch indirect data
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SDFGIShader::PreprocessPushConstant push_constant;
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memset(&push_constant, 0, sizeof(SDFGIShader::PreprocessPushConstant));
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RENDER_TIMESTAMP("Scroll SDF");
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RENDER_TIMESTAMP("SDFGI Scroll SDF");
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//scroll
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if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
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@ -1701,7 +1701,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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push_constant.half_size = true;
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{
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RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)");
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RENDER_TIMESTAMP("SDFGI Jump Flood (Half-Size)");
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uint32_t s = cascade_half_size;
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@ -1723,7 +1723,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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}
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}
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RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)");
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RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half-Size)");
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//continue with optimized jump flood for smaller reads
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
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@ -1759,7 +1759,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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} else {
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//full size jumpflood
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RENDER_TIMESTAMP("SDFGI Jump Flood");
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RENDER_TIMESTAMP("SDFGI Jump Flood (Full-Size)");
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0);
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@ -1790,7 +1790,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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}
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}
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RENDER_TIMESTAMP("SDFGI Jump Flood Optimized");
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RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Full-Size)");
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//continue with optimized jump flood for smaller reads
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
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@ -1882,7 +1882,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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//finalize render and update sdf
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#endif
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RENDER_TIMESTAMP("<SDFGI Update SDF");
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RENDER_TIMESTAMP("< SDFGI Update SDF");
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RD::get_singleton()->draw_command_end_label();
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}
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}
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@ -1891,7 +1891,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
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RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
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ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
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RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs");
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RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights");
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update_cascades();
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@ -4064,7 +4064,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
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return;
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}
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RENDER_TIMESTAMP(">Volumetric Fog");
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RENDER_TIMESTAMP("> Volumetric Fog");
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RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
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if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
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@ -4136,7 +4136,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
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if (p_fog_volumes.size() > 0) {
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RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
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RENDER_TIMESTAMP("Render Fog Volumes");
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RENDER_TIMESTAMP("Render FogVolumes");
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VolumetricFogShader::VolumeUBO params;
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@ -4730,7 +4730,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
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RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
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RENDER_TIMESTAMP("<Volumetric Fog");
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RENDER_TIMESTAMP("< Volumetric Fog");
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RD::get_singleton()->draw_command_end_label();
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RD::get_singleton()->draw_command_end_label();
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@ -4819,7 +4819,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
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bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
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if (render_shadows && render_gi) {
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||||
RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
|
||||
RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)");
|
||||
} else if (render_shadows) {
|
||||
RENDER_TIMESTAMP("Render Shadows");
|
||||
} else if (render_gi) {
|
||||
|
|
|
@ -2039,7 +2039,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
|
|||
cull.shadows[p_shadow_index].light_instance = light->instance;
|
||||
|
||||
for (int i = 0; i < splits; i++) {
|
||||
RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
|
||||
RENDER_TIMESTAMP("Cull DirectionalLight3D, Split " + itos(i));
|
||||
|
||||
// setup a camera matrix for that range!
|
||||
CameraMatrix camera_matrix;
|
||||
|
@ -2227,7 +2227,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
|
|||
}
|
||||
for (int i = 0; i < 2; i++) {
|
||||
//using this one ensures that raster deferred will have it
|
||||
RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
|
||||
RENDER_TIMESTAMP("Cull OmniLight3D Shadow Paraboloid, Half " + itos(i));
|
||||
|
||||
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
|
||||
|
||||
|
@ -2295,7 +2295,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
|
|||
cm.set_perspective(90, 1, radius * 0.005f, radius);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
|
||||
RENDER_TIMESTAMP("Cull OmniLight3D Shadow Cube, Side " + itos(i));
|
||||
//using this one ensures that raster deferred will have it
|
||||
|
||||
static const Vector3 view_normals[6] = {
|
||||
|
@ -2368,7 +2368,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
|
|||
|
||||
} break;
|
||||
case RS::LIGHT_SPOT: {
|
||||
RENDER_TIMESTAMP("Culling Spot Light");
|
||||
RENDER_TIMESTAMP("Cull SpotLight3D Shadow");
|
||||
|
||||
if (max_shadows_used + 1 > MAX_UPDATE_SHADOWS) {
|
||||
return true;
|
||||
|
@ -2508,7 +2508,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
|
|||
|
||||
RID environment = _render_get_environment(p_camera, p_scenario);
|
||||
|
||||
RENDER_TIMESTAMP("Update occlusion buffer")
|
||||
RENDER_TIMESTAMP("Update Occlusion Buffer")
|
||||
// For now just cull on the first camera
|
||||
RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool);
|
||||
|
||||
|
@ -2890,7 +2890,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
|
|||
scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
|
||||
}
|
||||
|
||||
RENDER_TIMESTAMP("Visibility Dependencies");
|
||||
RENDER_TIMESTAMP("Update Visibility Dependencies");
|
||||
|
||||
if (scenario->instance_visibility.get_bin_count() > 0) {
|
||||
if (!scenario->viewport_visibility_masks.has(p_viewport)) {
|
||||
|
@ -2918,7 +2918,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
|
|||
}
|
||||
}
|
||||
|
||||
RENDER_TIMESTAMP("Culling");
|
||||
RENDER_TIMESTAMP("Cull 3D Scene");
|
||||
|
||||
//rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
|
||||
|
||||
|
@ -3155,9 +3155,9 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
|
|||
|
||||
if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
|
||||
//must redraw!
|
||||
RENDER_TIMESTAMP(">Rendering Light " + itos(i));
|
||||
RENDER_TIMESTAMP("> Render Light3D " + itos(i));
|
||||
light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold);
|
||||
RENDER_TIMESTAMP("<Rendering Light " + itos(i));
|
||||
RENDER_TIMESTAMP("< Render Light3D " + itos(i));
|
||||
} else {
|
||||
light->shadow_dirty = redraw;
|
||||
}
|
||||
|
@ -3217,7 +3217,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
|
|||
occluders_tex = RSG::viewport->viewport_get_occluder_debug_texture(p_viewport);
|
||||
}
|
||||
|
||||
RENDER_TIMESTAMP("Render Scene ");
|
||||
RENDER_TIMESTAMP("Render 3D Scene");
|
||||
scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_mesh_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
|
||||
|
||||
for (uint32_t i = 0; i < max_shadows_used; i++) {
|
||||
|
@ -3263,7 +3263,7 @@ void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario,
|
|||
} else {
|
||||
environment = scenario->fallback_environment;
|
||||
}
|
||||
RENDER_TIMESTAMP("Render Empty Scene ");
|
||||
RENDER_TIMESTAMP("Render Empty 3D Scene");
|
||||
|
||||
RendererSceneRender::CameraData camera_data;
|
||||
camera_data.set_camera(Transform3D(), CameraMatrix(), true, false);
|
||||
|
@ -3337,7 +3337,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
|
|||
environment = scenario->fallback_environment;
|
||||
}
|
||||
|
||||
RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
|
||||
RENDER_TIMESTAMP("Render ReflectionProbe, Step " + itos(p_step));
|
||||
RendererSceneRender::CameraData camera_data;
|
||||
camera_data.set_camera(xform, cm, false, false);
|
||||
|
||||
|
@ -3345,7 +3345,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
|
|||
|
||||
} else {
|
||||
//do roughness postprocess step until it believes it's done
|
||||
RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step));
|
||||
RENDER_TIMESTAMP("Post-Process ReflectionProbe, Step " + itos(p_step));
|
||||
return scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
|
||||
}
|
||||
|
||||
|
@ -3398,7 +3398,7 @@ void RendererSceneCull::render_probes() {
|
|||
SelfList<InstanceVoxelGIData> *voxel_gi = voxel_gi_update_list.first();
|
||||
|
||||
if (voxel_gi) {
|
||||
RENDER_TIMESTAMP("Render GI Probes");
|
||||
RENDER_TIMESTAMP("Render VoxelGI");
|
||||
}
|
||||
|
||||
while (voxel_gi) {
|
||||
|
|
|
@ -145,7 +145,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
|
|||
}
|
||||
|
||||
void RendererViewport::_draw_3d(Viewport *p_viewport) {
|
||||
RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
|
||||
RENDER_TIMESTAMP("> Render 3D Scene");
|
||||
|
||||
Ref<XRInterface> xr_interface;
|
||||
if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
|
||||
|
@ -170,7 +170,7 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) {
|
|||
float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
|
||||
RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
|
||||
|
||||
RENDER_TIMESTAMP("<End Rendering 3D Scene");
|
||||
RENDER_TIMESTAMP("< Render 3D Scene");
|
||||
}
|
||||
|
||||
void RendererViewport::_draw_viewport(Viewport *p_viewport) {
|
||||
|
@ -281,7 +281,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
|
|||
int shadow_count = 0;
|
||||
int directional_light_count = 0;
|
||||
|
||||
RENDER_TIMESTAMP("Cull Canvas Lights");
|
||||
RENDER_TIMESTAMP("Cull 2D Lights");
|
||||
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
|
||||
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
|
||||
|
||||
|
@ -355,8 +355,8 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
|
|||
|
||||
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
|
||||
|
||||
RENDER_TIMESTAMP(">Render 2D Shadows");
|
||||
RENDER_TIMESTAMP("Cull Occluders");
|
||||
RENDER_TIMESTAMP("> Render PointLight2D Shadows");
|
||||
RENDER_TIMESTAMP("Cull LightOccluder2Ds");
|
||||
|
||||
//make list of occluders
|
||||
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
|
||||
|
@ -378,13 +378,13 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
|
|||
|
||||
RendererCanvasRender::Light *light = lights_with_shadow;
|
||||
while (light) {
|
||||
RENDER_TIMESTAMP("Render Shadow");
|
||||
RENDER_TIMESTAMP("Render PointLight2D Shadow");
|
||||
|
||||
RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders);
|
||||
light = light->shadows_next_ptr;
|
||||
}
|
||||
|
||||
RENDER_TIMESTAMP("<End rendering 2D Shadows");
|
||||
RENDER_TIMESTAMP("< Render PointLight2D Shadows");
|
||||
}
|
||||
|
||||
if (directional_lights_with_shadow) {
|
||||
|
@ -436,7 +436,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
|
|||
|
||||
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
|
||||
|
||||
RENDER_TIMESTAMP(">Render Directional 2D Shadows");
|
||||
RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
|
||||
|
||||
//make list of occluders
|
||||
int occ_cullded = 0;
|
||||
|
@ -467,7 +467,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
|
|||
light = light->shadows_next_ptr;
|
||||
}
|
||||
|
||||
RENDER_TIMESTAMP("<Render Directional 2D Shadows");
|
||||
RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
|
||||
}
|
||||
|
||||
if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
|
||||
|
@ -566,7 +566,7 @@ void RendererViewport::draw_viewports() {
|
|||
|
||||
Map<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
|
||||
//draw viewports
|
||||
RENDER_TIMESTAMP(">Render Viewports");
|
||||
RENDER_TIMESTAMP("> Render Viewports");
|
||||
|
||||
//determine what is visible
|
||||
draw_viewports_pass++;
|
||||
|
@ -641,7 +641,7 @@ void RendererViewport::draw_viewports() {
|
|||
continue; //should not draw
|
||||
}
|
||||
|
||||
RENDER_TIMESTAMP(">Rendering Viewport " + itos(i));
|
||||
RENDER_TIMESTAMP("> Render Viewport " + itos(i));
|
||||
|
||||
RSG::storage->render_target_set_as_unused(vp->render_target);
|
||||
if (vp->use_xr && xr_interface.is_valid()) {
|
||||
|
@ -699,7 +699,7 @@ void RendererViewport::draw_viewports() {
|
|||
vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
|
||||
}
|
||||
|
||||
RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
|
||||
RENDER_TIMESTAMP("< Render Viewport " + itos(i));
|
||||
|
||||
objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
|
||||
vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
|
||||
|
@ -711,7 +711,7 @@ void RendererViewport::draw_viewports() {
|
|||
total_vertices_drawn = vertices_drawn;
|
||||
total_draw_calls_used = draw_calls_used;
|
||||
|
||||
RENDER_TIMESTAMP("<Render Viewports");
|
||||
RENDER_TIMESTAMP("< Render Viewports");
|
||||
//this needs to be called to make screen swapping more efficient
|
||||
RSG::rasterizer->prepare_for_blitting_render_targets();
|
||||
|
||||
|
|
Loading…
Reference in a new issue