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| author | reduz <reduzio@gmail.com> | 2021-07-02 20:14:19 -0300 |
|---|---|---|
| committer | reduz <reduzio@gmail.com> | 2021-07-03 10:15:04 -0300 |
| commit | 6c55d2aad22cd5fc3a7f1499c4cb85779613a394 (patch) | |
| tree | 13e55bfba5921dfa904b93830be058b2ca9cc175 /servers/rendering/renderer_scene_cull.h | |
| parent | ecf9ea740ef99afbfac94fc5da50988279fd9b9b (diff) | |
| download | redot-engine-6c55d2aad22cd5fc3a7f1499c4cb85779613a394.tar.gz | |
Fix Render Info
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
Diffstat (limited to 'servers/rendering/renderer_scene_cull.h')
| -rw-r--r-- | servers/rendering/renderer_scene_cull.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index 53fb197fcc..d586fb531f 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -1019,10 +1019,10 @@ public: void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to); bool _render_reflection_probe_step(Instance *p_instance, int p_step); - void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true); + void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr); void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas); - void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface); + void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr); void update_dirty_instances(); void render_particle_colliders(); |
