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https://github.com/Patoke/4JLibs.git
synced 2026-06-06 16:25:50 +00:00
feat: add microprofiler to the renderer
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@@ -6,6 +6,7 @@
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ID3D11BlendState *Renderer::GetManagedBlendState()
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{
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PROFILER_SCOPE("Renderer::GetManagedBlendState", "GetManagedBlendState", MP_ORCHID1)
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Context &c = getContext();
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const D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = c.blendDesc.RenderTarget[0];
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@@ -24,6 +25,7 @@ ID3D11BlendState *Renderer::GetManagedBlendState()
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ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState()
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{
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PROFILER_SCOPE("Renderer::GetManagedBlendState", "GetManagedDepthStencilState", MP_ORCHID1)
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Context &c = getContext();
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const int key = (c.depthStencilDesc.DepthEnable ? 2 : 0) | ((static_cast<int>(c.depthStencilDesc.DepthFunc) & 0x0F) << 2) |
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@@ -41,6 +43,7 @@ ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState()
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ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
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{
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PROFILER_SCOPE("Renderer::GetManagedRasterizerState", "GetManagedRasterizerState", MP_ORCHID1)
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Context &c = getContext();
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const int key = (static_cast<std::uint8_t>(c.rasterizerDesc.DepthBias)) |
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@@ -59,6 +62,7 @@ ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
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ID3D11SamplerState *Renderer::GetManagedSamplerState()
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{
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PROFILER_SCOPE("Renderer::GetManagedSamplerState", "GetManagedSamplerState", MP_ORCHID1)
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Context &c = getContext();
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const int key = m_textures[c.textureIdx].samplerParams;
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@@ -376,6 +380,7 @@ void Renderer::StateSetDepthSlopeAndBias(float slope, float bias)
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void Renderer::UpdateFogState()
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{
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PROFILER_SCOPE("Renderer::UpdateFogState", "UpdateFogState", MP_ORCHID1)
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Context &c = getContext();
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ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
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@@ -420,6 +425,7 @@ void Renderer::StateSetVertexTextureUV(float u, float v)
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void Renderer::UpdateTexGenState()
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{
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PROFILER_SCOPE("Renderer::UpdateTexGenState", "UpdateTexGenState", MP_ORCHID1)
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Context &c = getContext();
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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@@ -430,6 +436,7 @@ void Renderer::UpdateTexGenState()
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void Renderer::UpdateLightingState()
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{
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PROFILER_SCOPE("Renderer::UpdateLightingState", "UpdateLightingState", MP_ORCHID1)
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Context &c = getContext();
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if (!c.lightingDirty || !c.lightingEnabled)
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{
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@@ -608,6 +615,7 @@ void Renderer::StateSetForceLOD(int LOD)
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void Renderer::StateUpdate()
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{
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PROFILER_SCOPE("Renderer::StateUpdate", "StateUpdate", MP_ORCHID1)
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Context &c = getContext();
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StateSetFaceCull(c.faceCullEnabled);
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StateSetDepthMask(c.depthWriteEnabled);
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