Split cascade gpu timer
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cbd6d22b41
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838e1b63da
@ -108,31 +108,6 @@ enum TypeFBO
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FBO_COUNT
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};
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enum QueryPerf
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{
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Q_SOLID_PASS1,
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Q_SHADOWS,
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Q_RSM,
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Q_RH,
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Q_GI,
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Q_ENVMAP,
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Q_SUN,
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Q_POINTLIGHTS,
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Q_SSAO,
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Q_SOLID_PASS2,
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Q_TRANSPARENT,
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Q_PARTICLES,
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Q_DISPLACEMENT,
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Q_DOF,
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Q_GODRAYS,
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Q_BLOOM,
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Q_TONEMAP,
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Q_MOTIONBLUR,
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Q_MLAA,
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Q_GUI,
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Q_LAST
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};
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enum TypeRTT
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{
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RTT_TMP1 = 0,
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@ -11,6 +11,7 @@
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#include "utils/profiler.hpp"
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#include "utils/tuple.hpp"
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#include "stkscenemanager.hpp"
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#include "utils/profiler.hpp"
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#include <S3DVertex.h>
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@ -860,8 +861,6 @@ static void multidrawShadow(unsigned i, Args ...args)
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void IrrDriver::renderShadows()
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{
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ScopedGPUTimer Timer(getGPUTimer(Q_SHADOWS));
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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@ -875,7 +874,7 @@ void IrrDriver::renderShadows()
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for (unsigned cascade = 0; cascade < 4; cascade++)
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{
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ScopedGPUTimer Timer(getGPUTimer(Q_SHADOWS_CASCADE0 + cascade));
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std::vector<GLuint> noTexUnits;
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renderShadow<MeshShader::ShadowShader, video::EVT_STANDARD, 1>(noTexUnits, cascade, ListMatDefault::getInstance()->Shadows[cascade]);
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@ -31,8 +31,11 @@
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static const char* GPU_Phase[Q_LAST] =
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{
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"Shadows Cascade 0",
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"Shadows Cascade 1",
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"Shadows Cascade 2",
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"Shadows Cascade 3",
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"Solid Pass 1",
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"Shadows",
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"RSM",
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"RH",
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"GI",
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@ -28,6 +28,34 @@
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#include <iostream>
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enum QueryPerf
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{
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Q_SHADOWS_CASCADE0,
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Q_SHADOWS_CASCADE1,
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Q_SHADOWS_CASCADE2,
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Q_SHADOWS_CASCADE3,
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Q_SOLID_PASS1,
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Q_RSM,
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Q_RH,
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Q_GI,
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Q_ENVMAP,
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Q_SUN,
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Q_POINTLIGHTS,
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Q_SSAO,
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Q_SOLID_PASS2,
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Q_TRANSPARENT,
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Q_PARTICLES,
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Q_DISPLACEMENT,
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Q_DOF,
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Q_GODRAYS,
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Q_BLOOM,
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Q_TONEMAP,
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Q_MOTIONBLUR,
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Q_MLAA,
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Q_GUI,
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Q_LAST
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};
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class Profiler;
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extern Profiler profiler;
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