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- made a few changes to the timer calls for renderer profiling.
A few items were counted double, other were in the wrong slot.
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18ddcbb1c5
commit
37e7f92182
3 changed files with 8 additions and 2 deletions
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@ -164,7 +164,9 @@ void RenderViewpoint(FRenderViewpoint& mainvp, IntRect* bounds, float fov, float
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screen->PostProcessScene(false, CM_DEFAULT, flash, []() {
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hw_int_useindexedcolortextures = false;
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PostProcess.Unclock();
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Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
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PostProcess.Clock();
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});
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PostProcess.Unclock();
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}
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@ -350,7 +350,6 @@ void BunchDrawer::ProcessBunch(int bnch)
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HWWall hwwall;
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hwwall.Process(di, &wall[ww], §or[bunch->sectornum], wall[ww].nextsector < 0 ? nullptr : §or[wall[ww].nextsector]);
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rendered_lines++;
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SetupWall.Unclock();
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Bsp.Clock();
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@ -665,11 +664,12 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
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bool inbunch;
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SetupSprite.Clock();
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int sectnum = sections[sectionnum].sector;
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if (!gotsector[sectnum])
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{
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Bsp.Unclock();
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SetupSprite.Clock();
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gotsector.Set(sectnum);
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CoreSectIterator it(sectnum);
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while (auto actor = it.Next())
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@ -691,15 +691,18 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
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}
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}
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SetupSprite.Unclock();
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Bsp.Clock();
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}
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if (automapping)
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show2dsector.Set(sectnum);
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Bsp.Unclock();
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SetupFlat.Clock();
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HWFlat flat;
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flat.ProcessSector(di, §or[sectnum], sectionnum);
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SetupFlat.Unclock();
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Bsp.Clock();
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//Todo: process subsectors
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inbunch = false;
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@ -397,6 +397,7 @@ void HWWall::SetupLights(HWDrawInfo *di, FDynLightData &lightdata)
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//==========================================================================
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void HWWall::PutWall(HWDrawInfo *di, bool translucent)
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{
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rendered_lines++;
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if (translucent || (texture && texture->GetTranslucency() && type == RENDERWALL_M2S))
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{
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flags |= HWF_TRANSLUCENT;
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