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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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@@ -145,7 +145,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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}
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void RendererViewport::_draw_3d(Viewport *p_viewport) {
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RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
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RENDER_TIMESTAMP("> Render 3D Scene");
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Ref<XRInterface> xr_interface;
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if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
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@@ -170,7 +170,7 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) {
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float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
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RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
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RENDER_TIMESTAMP("<End Rendering 3D Scene");
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RENDER_TIMESTAMP("< Render 3D Scene");
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}
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void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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@@ -281,7 +281,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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int shadow_count = 0;
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int directional_light_count = 0;
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RENDER_TIMESTAMP("Cull Canvas Lights");
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RENDER_TIMESTAMP("Cull 2D Lights");
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for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
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@@ -355,8 +355,8 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
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RENDER_TIMESTAMP(">Render 2D Shadows");
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RENDER_TIMESTAMP("Cull Occluders");
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RENDER_TIMESTAMP("> Render PointLight2D Shadows");
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RENDER_TIMESTAMP("Cull LightOccluder2Ds");
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//make list of occluders
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for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
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@@ -378,13 +378,13 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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RendererCanvasRender::Light *light = lights_with_shadow;
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while (light) {
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RENDER_TIMESTAMP("Render Shadow");
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RENDER_TIMESTAMP("Render PointLight2D Shadow");
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RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders);
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light = light->shadows_next_ptr;
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}
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RENDER_TIMESTAMP("<End rendering 2D Shadows");
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RENDER_TIMESTAMP("< Render PointLight2D Shadows");
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}
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if (directional_lights_with_shadow) {
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@@ -436,7 +436,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
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RENDER_TIMESTAMP(">Render Directional 2D Shadows");
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RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
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//make list of occluders
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int occ_cullded = 0;
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@@ -467,7 +467,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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light = light->shadows_next_ptr;
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}
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RENDER_TIMESTAMP("<Render Directional 2D Shadows");
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RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
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}
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if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
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@@ -566,7 +566,7 @@ void RendererViewport::draw_viewports() {
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Map<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
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//draw viewports
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RENDER_TIMESTAMP(">Render Viewports");
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RENDER_TIMESTAMP("> Render Viewports");
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//determine what is visible
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draw_viewports_pass++;
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@@ -641,7 +641,7 @@ void RendererViewport::draw_viewports() {
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continue; //should not draw
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}
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RENDER_TIMESTAMP(">Rendering Viewport " + itos(i));
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RENDER_TIMESTAMP("> Render Viewport " + itos(i));
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RSG::storage->render_target_set_as_unused(vp->render_target);
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if (vp->use_xr && xr_interface.is_valid()) {
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@@ -699,7 +699,7 @@ void RendererViewport::draw_viewports() {
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vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
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}
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RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
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RENDER_TIMESTAMP("< Render Viewport " + itos(i));
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objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
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vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
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@@ -711,7 +711,7 @@ void RendererViewport::draw_viewports() {
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total_vertices_drawn = vertices_drawn;
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total_draw_calls_used = draw_calls_used;
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RENDER_TIMESTAMP("<Render Viewports");
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RENDER_TIMESTAMP("< Render Viewports");
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//this needs to be called to make screen swapping more efficient
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RSG::rasterizer->prepare_for_blitting_render_targets();
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