Added more VPROF to see what's taking that much fps

This commit is contained in:
Kamay Xutax 2024-09-04 18:41:58 +02:00
parent 2e40751236
commit 4b2b5e7388
2 changed files with 43 additions and 36 deletions

View file

@ -1151,6 +1151,8 @@ bool CClientLeafSystem::EnumerateLeaf( int leaf, intp context )
void CClientLeafSystem::InsertIntoTree( ClientRenderHandle_t &handle ) void CClientLeafSystem::InsertIntoTree( ClientRenderHandle_t &handle )
{ {
VPROF_BUDGET( "CClientLeafSystem::PreRender", "InsertIntoTree" );
if ( ThreadInMainThread() ) if ( ThreadInMainThread() )
{ {
// When we insert into the tree, increase the shadow enumerator // When we insert into the tree, increase the shadow enumerator
@ -1181,6 +1183,8 @@ void CClientLeafSystem::InsertIntoTree( ClientRenderHandle_t &handle )
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void CClientLeafSystem::RemoveFromTree( ClientRenderHandle_t handle ) void CClientLeafSystem::RemoveFromTree( ClientRenderHandle_t handle )
{ {
VPROF_BUDGET( "CClientLeafSystem::PreRender", "RemoveFromTree" );
m_RenderablesInLeaf.RemoveElement( handle ); m_RenderablesInLeaf.RemoveElement( handle );
// Remove all shadows cast onto the object // Remove all shadows cast onto the object

View file

@ -2906,6 +2906,8 @@ void CClientShadowMgr::PreRender()
} }
} }
{
VPROF_BUDGET( "CClientShadowMgr::PreRender (after depth texturing)", VPROF_BUDGETGROUP_SHADOW_RENDERING );
// //
// -- Render to Texture Shadows ----------------------- // -- Render to Texture Shadows -----------------------
// //
@ -2948,6 +2950,7 @@ void CClientShadowMgr::PreRender()
m_bUpdatingDirtyShadows = false; m_bUpdatingDirtyShadows = false;
} }
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------