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Tweak render timestamp names for explicitness and consistency
- Add 2D and 3D in timestamp names when needed to avoid ambiguity. - Use present tense in all render timestamp names. - Add a space after ">" (begin) and "<" (end) symbols. - Remove redundant "End" in render timestamp names (indicated by "<").
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@@ -1002,7 +1002,7 @@ void RendererSceneGIRD::SDFGI::store_probes() {
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push_constant.y_mult = y_mult;
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// Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
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RENDER_TIMESTAMP("Average Probes");
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RENDER_TIMESTAMP("Average SDFGI Probes");
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
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@@ -1555,14 +1555,14 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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if (cascade_next != cascade) {
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RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade");
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RENDER_TIMESTAMP(">SDFGI Update SDF");
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RENDER_TIMESTAMP("> SDFGI Update SDF");
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//done rendering! must update SDF
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//clear dispatch indirect data
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SDFGIShader::PreprocessPushConstant push_constant;
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memset(&push_constant, 0, sizeof(SDFGIShader::PreprocessPushConstant));
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RENDER_TIMESTAMP("Scroll SDF");
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RENDER_TIMESTAMP("SDFGI Scroll SDF");
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//scroll
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if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
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@@ -1701,7 +1701,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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push_constant.half_size = true;
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{
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RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)");
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RENDER_TIMESTAMP("SDFGI Jump Flood (Half-Size)");
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uint32_t s = cascade_half_size;
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@@ -1723,7 +1723,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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}
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}
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RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)");
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RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half-Size)");
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//continue with optimized jump flood for smaller reads
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
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@@ -1759,7 +1759,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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} else {
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//full size jumpflood
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RENDER_TIMESTAMP("SDFGI Jump Flood");
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RENDER_TIMESTAMP("SDFGI Jump Flood (Full-Size)");
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0);
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@@ -1790,7 +1790,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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}
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}
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RENDER_TIMESTAMP("SDFGI Jump Flood Optimized");
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RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Full-Size)");
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//continue with optimized jump flood for smaller reads
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
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@@ -1882,7 +1882,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
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//finalize render and update sdf
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#endif
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RENDER_TIMESTAMP("<SDFGI Update SDF");
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RENDER_TIMESTAMP("< SDFGI Update SDF");
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RD::get_singleton()->draw_command_end_label();
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}
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}
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@@ -1891,7 +1891,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
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RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
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ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
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RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs");
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RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights");
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update_cascades();
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