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authorRémi Verschelde <rverschelde@gmail.com>2024-04-04 14:31:19 +0200
committerRémi Verschelde <rverschelde@gmail.com>2024-04-04 14:31:19 +0200
commita28be933eea39b9969b201d90c19e1f4ab822ab5 (patch)
tree79cabca3b28915a3e731936dfbdc9a83152f00a8 /servers/rendering/renderer_rd
parent1dacd6a5274f51592931743e87908366d4ec0432 (diff)
parentac6c648645c99610a84ef44db51cba475c7eb2b1 (diff)
downloadredot-engine-a28be933eea39b9969b201d90c19e1f4ab822ab5.tar.gz
Merge pull request #89398 from clayjohn/visual-debugger-coverage
Increase coverage of timestamps for visual profiler
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp17
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp5
2 files changed, 19 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 6d2a759c28..0e69ad99b8 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1132,6 +1132,7 @@ void RenderForwardClustered::_update_sdfgi(RenderDataRD *p_render_data) {
}
if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) {
+ RENDER_TIMESTAMP("Render SDFGI");
Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
float exposure_normalization = 1.0;
@@ -1403,7 +1404,8 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
}
}
- //cube shadows are rendered in their own way
+ RENDER_TIMESTAMP("Render OmniLight Shadows");
+ // Cube shadows are rendered in their own way.
for (const int &index : p_render_data->cube_shadows) {
_render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info, viewport_size, p_render_data->scene_data->cam_transform);
}
@@ -1459,6 +1461,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
// drawcalls per eye/view. It will all sync up at the barrier.
if (p_use_ssao || p_use_ssil) {
+ RENDER_TIMESTAMP("Prepare Depth for SSAO/SSIL");
// Convert our depth buffer data to linear data in
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
ss_effects->downsample_depth(rb, v, p_render_data->scene_data->view_projection[v]);
@@ -1474,6 +1477,8 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
}
}
+ RENDER_TIMESTAMP("Pre Opaque Render");
+
if (current_cluster_builder) {
// Note: when rendering stereoscopic (multiview) we are using our combined frustum projection to create
// our cluster data. We use reprojection in the shader to adjust for our left/right eye.
@@ -1506,6 +1511,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
}
if (rb_data.is_valid()) {
+ RENDER_TIMESTAMP("Update Volumetric Fog");
bool directional_shadows = RendererRD::LightStorage::get_singleton()->has_directional_shadows(directional_light_count);
_update_volumetric_fog(rb, p_render_data->environment, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, p_render_data->voxel_gi_count, *p_render_data->fog_volumes);
}
@@ -1967,6 +1973,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
WARN_PRINT_ONCE("Pre opaque rendering effects can't access resolved depth buffers.");
}
+ RENDER_TIMESTAMP("Process Pre Opaque Compositor Effects");
_process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_PRE_OPAQUE, p_render_data);
}
@@ -1978,6 +1985,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
_pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, normal_roughness_views, rb_data.is_valid() && rb_data->has_voxelgi() ? rb_data->get_voxelgi() : RID());
+ RENDER_TIMESTAMP("Render Opaque Pass");
+
RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
@@ -1988,8 +1997,6 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, true, using_motion_pass);
- RENDER_TIMESTAMP("Render Opaque Pass");
-
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, samplers, true);
{
@@ -2053,6 +2060,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
}
+ RENDER_TIMESTAMP("Process Post Opaque Compositor Effects");
_process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_POST_OPAQUE, p_render_data);
}
@@ -2113,6 +2121,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
{
+ RENDER_TIMESTAMP("Process Post Sky Compositor Effects");
// Don't need to check for depth or color resolve here, we've already triggered it.
_process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_POST_SKY, p_render_data);
}
@@ -2190,6 +2199,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
}
+ RENDER_TIMESTAMP("Process Pre Transparent Compositor Effects");
_process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT, p_render_data);
}
@@ -2234,6 +2244,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_end_label();
{
+ RENDER_TIMESTAMP("Process Post Transparent Compositor Effects");
_process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_POST_TRANSPARENT, p_render_data);
}
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index e78b8de4db..c9c7c53d04 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -1388,6 +1388,11 @@ void ParticlesStorage::_particles_update_buffers(Particles *particles) {
}
}
void ParticlesStorage::update_particles() {
+ if (!particle_update_list.first()) {
+ return;
+ }
+
+ RENDER_TIMESTAMP("Update GPUParticles");
uint32_t frame = RSG::rasterizer->get_frame_number();
bool uses_motion_vectors = RSG::viewport->get_num_viewports_with_motion_vectors() > 0;
while (particle_update_list.first()) {