Colorize profiler bars so we can see something

This commit is contained in:
Marianne Gagnon
2014-01-22 19:21:45 -05:00
parent 583092bbf8
commit 1d2473e585

View File

@@ -224,13 +224,13 @@ void IrrDriver::renderGLSL(float dt)
}
PROFILER_PUSH_CPU_MARKER("- Light", 0xFF, 0x00, 0x00);
PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
// Lights
renderLights(cambox, camnode, overridemat, cam, dt);
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0xFF, 0x00, 0x00);
PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
irr_driver->setPhase(1);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
glStencilFunc(GL_EQUAL, 0, ~0);
@@ -241,7 +241,7 @@ void IrrDriver::renderGLSL(float dt)
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0x00, 0x00);
PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00);
// Render anything glowing.
if (!m_mipviz && !m_wireframe)
@@ -254,7 +254,7 @@ void IrrDriver::renderGLSL(float dt)
if (!bgnodes)
{
PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0x00);
PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF);
// If there are no BG nodes, it's more efficient to do the skybox here.
m_renderpass = scene::ESNRP_SKY_BOX;
@@ -263,7 +263,7 @@ void IrrDriver::renderGLSL(float dt)
PROFILER_POP_CPU_MARKER();
}
PROFILER_PUSH_CPU_MARKER("- Lensflare/godray", 0xFF, 0x00, 0x00);
PROFILER_PUSH_CPU_MARKER("- Lensflare/godray", 0x00, 0xFF, 0xFF);
// Is the lens flare enabled & visible? Check last frame's query.
const bool hasflare = World::getWorld()->getTrack()->hasLensFlare();
const bool hasgodrays = World::getWorld()->getTrack()->hasGodRays();
@@ -300,7 +300,7 @@ void IrrDriver::renderGLSL(float dt)
m_scene_manager->drawAll(m_renderpass);
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0x00, 0x00);
PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT_EFFECT;
m_scene_manager->drawAll(m_renderpass);
PROFILER_POP_CPU_MARKER();
@@ -312,7 +312,7 @@ void IrrDriver::renderGLSL(float dt)
PROFILER_POP_CPU_MARKER();
}
PROFILER_PUSH_CPU_MARKER("- Displacement", 0xFF, 0x00, 0x00);
PROFILER_PUSH_CPU_MARKER("- Displacement", 0x00, 0x00, 0xFF);
// Handle displacing nodes, if any
const u32 displacingcount = m_displacing.size();
if (displacingcount)
@@ -339,7 +339,7 @@ void IrrDriver::renderGLSL(float dt)
World::getWorld()->getPhysics()->draw();
} // for i<world->getNumKarts()
PROFILER_PUSH_CPU_MARKER("Postprocessing", 0xFF, 0x00, 0x00);
PROFILER_PUSH_CPU_MARKER("Postprocessing", 0xFF, 0xFF, 0x00);
// Render the post-processed scene
m_post_processing->render();
PROFILER_POP_CPU_MARKER();