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Increase coverage of timestamps for visual profiler #89398

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merged 1 commit into from
Apr 4, 2024

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@clayjohn clayjohn commented Mar 11, 2024

I needed these changes while profiling a big demo for W4 Games for GDC.

The way the timestamp system works is that everything between a given timestamp and the next one is included. So we have funny issues where things like "Resolve" seem to take a ton of the frame time because SDFGI and OmniLight shaders don't have timestamps.

It also adds timestamps for various (potentially expensive) updates that happen before we start rendering to viewports (reflection probes + particles).

Overall, this makes the visual profiler clearer and more accurate which is necessary to actually identify performance issues.

@clayjohn clayjohn added this to the 4.3 milestone Mar 11, 2024
@clayjohn clayjohn requested a review from a team as a code owner March 11, 2024 22:19
@clayjohn clayjohn marked this pull request as draft March 11, 2024 22:33
@clayjohn clayjohn force-pushed the visual-debugger-coverage branch from d5fd32a to 087bab6 Compare March 11, 2024 22:43
@clayjohn clayjohn changed the title Increase coverage of timestamps for visual debugger Increase coverage of timestamps for visual profiler Mar 11, 2024
@clayjohn clayjohn marked this pull request as ready for review March 11, 2024 22:44
@clayjohn clayjohn requested a review from BastiaanOlij March 11, 2024 22:44
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Lgtm, just small nitpick.

servers/rendering/renderer_scene_cull.cpp Outdated Show resolved Hide resolved
@clayjohn clayjohn force-pushed the visual-debugger-coverage branch from 087bab6 to ac6c648 Compare April 4, 2024 02:29
@akien-mga akien-mga merged commit a28be93 into godotengine:master Apr 4, 2024
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Thanks!

@clayjohn clayjohn deleted the visual-debugger-coverage branch April 5, 2024 16:14
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3 participants