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fix gtao glitches; add timer to measure animation phase

This commit is contained in:
Wls50
2025-11-24 21:22:19 +01:00
committed by Hirek
parent 0820873a45
commit a22f449ecd
11 changed files with 71 additions and 21 deletions

View File

@@ -4,6 +4,7 @@
#include "nvrenderer/nvrenderer.h"
#include "nvrendererbackend.h"
#include <Timer.h>
#include <AnimModel.h>
#include <simulation.h>
@@ -1057,6 +1058,7 @@ void NvRenderer::Render(const Renderable& renderable, const RenderPass& pass,
void NvRenderer::Animate(const glm::dvec3& origin, double radius,
uint64_t frame) {
Timer::subsystem.gfx_animate.start();
{
auto motion_scope = m_motion_cache->SetInstance(nullptr);
auto& motion_cache = m_motion_cache->Get(nullptr);
@@ -1095,6 +1097,7 @@ void NvRenderer::Animate(const glm::dvec3& origin, double radius,
if (!instance.m_animatable && instance.m_was_once_animated) return;
Animate(instance, origin, frame);
});
Timer::subsystem.gfx_animate.stop();
}
void NvRenderer::GatherSpotLights(const RenderPass& pass) {