forked from 0ad/0ad
Tell the profiler about a few more bits of code
This was SVN commit r9007.
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58ae08522f
commit
6bcce22a88
@ -24,6 +24,7 @@
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#include "ParticleEngine.h"
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#include "graphics/TextureManager.h"
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#include "ps/Profile.h"
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CParticleEngine *CParticleEngine::m_pInstance = 0;
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CParticleEngine::CParticleEngine(void)
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@ -143,6 +144,8 @@ CEmitter* CParticleEngine::FindEmitter(int ID)
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void CParticleEngine::UpdateEmitters()
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{
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PROFILE("update particles");
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tEmitterNode *temp = m_pHead;
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totalParticles = 0;
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while(temp)
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@ -182,6 +185,8 @@ void CParticleEngine::UpdateEmitters()
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void CParticleEngine::RenderParticles()
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{
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PROFILE("render particles");
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EnterParticleContext();
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tEmitterNode *temp = m_pHead;
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@ -278,6 +278,7 @@ void Render()
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// Draw the cursor (or set the Windows cursor, on Windows)
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if (g_DoRenderCursor)
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{
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PROFILE("render cursor");
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CStrW cursorName = g_CursorName;
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if (cursorName.empty())
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{
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@ -724,6 +724,8 @@ void CRenderer::SetFastPlayerColor(bool fast)
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// BeginFrame: signal frame start
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void CRenderer::BeginFrame()
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{
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PROFILE("begin frame");
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if (m_VertexShader)
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m_VertexShader->BeginFrame();
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@ -1178,6 +1180,8 @@ void CRenderer::RenderRefractions()
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// RenderSubmissions: force rendering of any batched objects
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void CRenderer::RenderSubmissions()
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{
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PROFILE("render submissions");
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ogl_WarnIfError();
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// Set the camera
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@ -1208,8 +1212,10 @@ void CRenderer::RenderSubmissions()
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}
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// clear buffers
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PROFILE_START("clear buffers");
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glClearColor(m_ClearColor[0],m_ClearColor[1],m_ClearColor[2],m_ClearColor[3]);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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PROFILE_END("clear buffers");
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ogl_WarnIfError();
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@ -1295,6 +1301,8 @@ void CRenderer::RenderSubmissions()
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// EndFrame: signal frame end
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void CRenderer::EndFrame()
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{
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PROFILE("end frame");
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// empty lists
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m->terrainRenderer->EndFrame();
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m->overlayRenderer.EndFrame();
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@ -19,12 +19,13 @@
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#include "TerrainOverlay.h"
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#include "ps/Overlay.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "graphics/Terrain.h"
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#include "maths/MathUtil.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "ps/Game.h"
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#include "ps/Overlay.h"
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#include "ps/Profile.h"
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#include "ps/World.h"
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#include <algorithm>
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@ -92,6 +93,8 @@ void TerrainOverlay::RenderOverlays()
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if (g_TerrainOverlayList.size() == 0)
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return;
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PROFILE("render terrain overlays");
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(GL_FALSE);
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