Merge pull request #74269 from clayjohn/RD-more-timestamps
Add a few more rendering timestamps
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commit
61d2c85511
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@ -1972,8 +1972,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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RD::get_singleton()->draw_list_end();
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RD::get_singleton()->draw_list_end();
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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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}
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}
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if (rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
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RENDER_TIMESTAMP("Resolve MSAA");
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if (!can_continue_color && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
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if (!can_continue_color) {
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// Handle views individual, might want to look at rewriting our resolve to do both layers in one pass.
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// Handle views individual, might want to look at rewriting our resolve to do both layers in one pass.
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for (uint32_t v = 0; v < rb->get_view_count(); v++) {
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for (uint32_t v = 0; v < rb->get_view_count(); v++) {
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RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v));
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RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v));
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@ -1985,11 +1987,12 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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}
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}
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}
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}
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if (!can_continue_depth && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
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if (!can_continue_depth) {
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for (uint32_t v = 0; v < rb->get_view_count(); v++) {
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for (uint32_t v = 0; v < rb->get_view_count(); v++) {
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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()]);
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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()]);
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}
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}
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}
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}
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}
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if (using_separate_specular) {
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if (using_separate_specular) {
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if (using_sss) {
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if (using_sss) {
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@ -2016,11 +2019,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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}
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}
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if (scene_state.used_screen_texture) {
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if (scene_state.used_screen_texture) {
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RENDER_TIMESTAMP("Copy Screen Texture");
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// Copy screen texture to backbuffer so we can read from it
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// Copy screen texture to backbuffer so we can read from it
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_render_buffers_copy_screen_texture(p_render_data);
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_render_buffers_copy_screen_texture(p_render_data);
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}
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}
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if (scene_state.used_depth_texture) {
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if (scene_state.used_depth_texture) {
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RENDER_TIMESTAMP("Copy Depth Texture");
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// Copy depth texture to backbuffer so we can read from it
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// Copy depth texture to backbuffer so we can read from it
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_render_buffers_copy_depth_texture(p_render_data);
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_render_buffers_copy_depth_texture(p_render_data);
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}
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}
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