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
+16 -1
View File
@@ -67,6 +67,8 @@ namespace GlitchyEngine.Renderer
*/
public void Bind(GraphicsContext context)
{
Debug.Profiler.ProfileRendererFunction!();
for(let (name, texture) in _textures)
{
_effect.SetTexture(name, texture);
@@ -106,12 +108,25 @@ namespace GlitchyEngine.Renderer
[Inline]
private void SetVariable<T>(String name, T value) where T : struct
{
if(_variables.TryGetValue(name, let entry))
bool b = false;
(uint32 Offset, BufferVariable Variable) entry;
{
Debug.Profiler.ProfileRendererScope!("TryGetValue");
b = _variables.TryGetValue(name, out entry);
}
if(b)
{
entry.Variable.EnsureTypeMatch<T>();
{
Debug.Profiler.ProfileRendererScope!("RawPointer!");
RawPointer!<T>(entry.Offset) = value;
}
}
else
{
Log.EngineLogger.Assert(false, scope $"The effect doesn't contain a variable named \"{name}\"");
+19 -6
View File
@@ -279,14 +279,21 @@ 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:
// {
{
Debug.Profiler.ProfileRendererScope!("Draw GBuffer");
_gBuffer.EnsureSize(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height);
_gBuffer.Clear();
RenderCommand.UnbindRenderTargets();
@@ -296,21 +303,26 @@ namespace GlitchyEngine.Renderer
RenderCommand.SetBlendState(_gBufferBlend);
//RenderCommand.UnbindRenderTargets();
//RenderCommand.SetRenderTarget(_sceneConstants.CameraTarget, 0, true);
//RenderCommand.BindRenderTargets();
// TODO: Draw into GBuffer
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);
}
}
{
Debug.Profiler.ProfileRendererScope!("Draw Lights");
RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTarget(_sceneConstants.CameraTarget, 0, true);
@@ -336,6 +348,7 @@ namespace GlitchyEngine.Renderer
RenderCommand.DrawIndexed(s_quadGeometry);
RenderCommand.UnbindTextures();
}
// TODO: Draw lights to camera target
// }