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path: root/servers/rendering/renderer_scene_cull.cpp
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Diffstat (limited to 'servers/rendering/renderer_scene_cull.cpp')
-rw-r--r--servers/rendering/renderer_scene_cull.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 5bdc7ce600..485cd7ba9d 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -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) {