diff options
author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-03-04 08:44:29 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-03-04 08:46:12 +0100 |
commit | c509a3a3a5170a99e094b306faff9a2a9f4463d0 (patch) | |
tree | 052602f95c072fe90c0c21f930a9fe057f27503a /servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp | |
parent | d0c3094da8fb3ec2ffb0b88df464979abebefe85 (diff) |
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 "<").
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp index 1a84bafbd0..f907f7a820 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp @@ -1002,7 +1002,7 @@ void RendererSceneGIRD::SDFGI::store_probes() { push_constant.y_mult = y_mult; // Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces - RENDER_TIMESTAMP("Average Probes"); + RENDER_TIMESTAMP("Average SDFGI Probes"); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]); @@ -1555,14 +1555,14 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, if (cascade_next != cascade) { RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade"); - RENDER_TIMESTAMP(">SDFGI Update SDF"); + RENDER_TIMESTAMP("> SDFGI Update SDF"); //done rendering! must update SDF //clear dispatch indirect data SDFGIShader::PreprocessPushConstant push_constant; memset(&push_constant, 0, sizeof(SDFGIShader::PreprocessPushConstant)); - RENDER_TIMESTAMP("Scroll SDF"); + RENDER_TIMESTAMP("SDFGI Scroll SDF"); //scroll if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) { @@ -1701,7 +1701,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, push_constant.half_size = true; { - RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)"); + RENDER_TIMESTAMP("SDFGI Jump Flood (Half-Size)"); uint32_t s = cascade_half_size; @@ -1723,7 +1723,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, } } - RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)"); + RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half-Size)"); //continue with optimized jump flood for smaller reads RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); @@ -1759,7 +1759,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, } else { //full size jumpflood - RENDER_TIMESTAMP("SDFGI Jump Flood"); + RENDER_TIMESTAMP("SDFGI Jump Flood (Full-Size)"); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0); @@ -1790,7 +1790,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, } } - RENDER_TIMESTAMP("SDFGI Jump Flood Optimized"); + RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Full-Size)"); //continue with optimized jump flood for smaller reads RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); @@ -1882,7 +1882,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, //finalize render and update sdf #endif - RENDER_TIMESTAMP("<SDFGI Update SDF"); + RENDER_TIMESTAMP("< SDFGI Update SDF"); RD::get_singleton()->draw_command_end_label(); } } @@ -1891,7 +1891,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32 RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but... - RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs"); + RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights"); update_cascades(); |