More profiling

This commit is contained in:
Simon Lübeß
2022-05-09 22:53:48 +02:00
parent b37b1b4bf9
commit fe0d5fa529
2 changed files with 76 additions and 48 deletions
+59 -46
View File
@@ -279,63 +279,76 @@ namespace GlitchyEngine.Renderer
{
Debug.Profiler.ProfileRendererFunction!();
_queue.Sort(scope => SortMeshes);
{
Debug.Profiler.ProfileRendererScope!("Sort Meshes");
_queue.Sort(scope => SortMeshes);
}
// Deferred renderer:
// TODO: foreach light: draw shadow map
// foreach camera:
// {
_gBuffer.EnsureSize(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height);
_gBuffer.Clear();
RenderCommand.UnbindRenderTargets();
_gBuffer.Bind();
RenderCommand.SetViewport(0, 0, _sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height);
RenderCommand.SetBlendState(_gBufferBlend);
//RenderCommand.UnbindRenderTargets();
//RenderCommand.SetRenderTarget(_sceneConstants.CameraTarget, 0, true);
//RenderCommand.BindRenderTargets();
// TODO: Draw into GBuffer
for (SubmittedMesh entry in _queue)
{
entry.Material.SetVariable("ViewProjection", _sceneConstants.ViewProjection);
entry.Material.SetVariable("Transform", entry.Transform);
entry.Material.Bind(_context);
entry.Mesh.Bind();
RenderCommand.DrawIndexed(entry.Mesh);
Debug.Profiler.ProfileRendererScope!("Draw GBuffer");
_gBuffer.EnsureSize(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height);
_gBuffer.Clear();
RenderCommand.UnbindRenderTargets();
_gBuffer.Bind();
RenderCommand.SetViewport(0, 0, _sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height);
RenderCommand.SetBlendState(_gBufferBlend);
for (SubmittedMesh entry in _queue)
{
Debug.Profiler.ProfileRendererScope!("Draw Mesh");
{
Debug.Profiler.ProfileRendererScope!("SetVariables");
entry.Material.SetVariable("ViewProjection", _sceneConstants.ViewProjection);
entry.Material.SetVariable("Transform", entry.Transform);
}
entry.Material.Bind(_context);
entry.Mesh.Bind();
RenderCommand.DrawIndexed(entry.Mesh);
}
}
RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTarget(_sceneConstants.CameraTarget, 0, true);
RenderCommand.BindRenderTargets();
_gBuffer.Albedo.SamplerState = SamplerStateManager.PointClamp;
TestFullscreenEffect.SetTexture("GBuffer_Albedo", _gBuffer.Albedo);
TestFullscreenEffect.SetTexture("GBuffer_Normal", _gBuffer.Normal);
TestFullscreenEffect.SetTexture("GBuffer_Tangent", _gBuffer.Tangent);
TestFullscreenEffect.SetTexture("GBuffer_Position", _gBuffer.Position);
TestFullscreenEffect.SetTexture("GBuffer_Material", _gBuffer.Material);
TestFullscreenEffect.Variables["LightColor"].SetData(Vector3(1, 1, 1));
TestFullscreenEffect.Variables["Illuminance"].SetData(5.0f);
TestFullscreenEffect.Variables["LightDir"].SetData(Vector3(0, 1, 0));
TestFullscreenEffect.Variables["CameraPos"].SetData(_sceneConstants.CameraPosition);
TestFullscreenEffect.Variables["Scaling"].SetData(Vector2(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height) / Vector2(_gBuffer.Albedo.Width, _gBuffer.Albedo.Height));
TestFullscreenEffect.Bind(_context);
s_quadGeometry.Bind();
RenderCommand.DrawIndexed(s_quadGeometry);
RenderCommand.UnbindTextures();
{
Debug.Profiler.ProfileRendererScope!("Draw Lights");
RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTarget(_sceneConstants.CameraTarget, 0, true);
RenderCommand.BindRenderTargets();
_gBuffer.Albedo.SamplerState = SamplerStateManager.PointClamp;
TestFullscreenEffect.SetTexture("GBuffer_Albedo", _gBuffer.Albedo);
TestFullscreenEffect.SetTexture("GBuffer_Normal", _gBuffer.Normal);
TestFullscreenEffect.SetTexture("GBuffer_Tangent", _gBuffer.Tangent);
TestFullscreenEffect.SetTexture("GBuffer_Position", _gBuffer.Position);
TestFullscreenEffect.SetTexture("GBuffer_Material", _gBuffer.Material);
TestFullscreenEffect.Variables["LightColor"].SetData(Vector3(1, 1, 1));
TestFullscreenEffect.Variables["Illuminance"].SetData(5.0f);
TestFullscreenEffect.Variables["LightDir"].SetData(Vector3(0, 1, 0));
TestFullscreenEffect.Variables["CameraPos"].SetData(_sceneConstants.CameraPosition);
TestFullscreenEffect.Variables["Scaling"].SetData(Vector2(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height) / Vector2(_gBuffer.Albedo.Width, _gBuffer.Albedo.Height));
TestFullscreenEffect.Bind(_context);
s_quadGeometry.Bind();
RenderCommand.DrawIndexed(s_quadGeometry);
RenderCommand.UnbindTextures();
}
// TODO: Draw lights to camera target
// }