Fixed PerformanceTimer start and stop in Renderer.cpp since I have changed a little code there
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@@ -128,17 +128,20 @@ void Renderer::Draw(RenderFrame& frame)
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m_DrawBloomPass->ClearBuffer();
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PerformanceTimer::StopTimer("Renderer-ClearBuffers");
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for (auto scene : frame.RenderScenes) {
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PerformanceTimer::StartTimer("Renderer-Depth");
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m_PickingPass->Draw(*scene);
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GLERROR("Drawing pickingpass");
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PerformanceTimer::StopTimer("Renderer-Depth");
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}
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PerformanceTimer::StartTimer("AO generation");
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m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
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GLuint ao = m_SSAOPass->SSAOTexture();
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PerformanceTimer::StopTimer("AO generation");
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for (auto scene : frame.RenderScenes){
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PerformanceTimer::StartTimer("Renderer-Depth");
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PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
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SortRenderJobsByDepth(*scene);
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GLERROR("SortByDepth");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Drawing PickingPass");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
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m_LightCullingPass->GenerateNewFrustum(*scene);
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GLERROR("Generate frustums");
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@@ -158,14 +161,17 @@ void Renderer::Draw(RenderFrame& frame)
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GLERROR("Draw Text");
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PerformanceTimer::StopTimer("Renderer-Draw Text");
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}
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PerformanceTimer::StartTimer("Renderer-Draw Bloom");
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m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
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PerformanceTimer::StopTimer("Renderer-Draw Bloom");
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if (m_DebugTextureToDraw == 0) {
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PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
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PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
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}
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PerformanceTimer::StartTimer("Renderer-Misc Debug Draws");
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if (m_DebugTextureToDraw == 1) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
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@@ -185,10 +191,10 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 6) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
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if (m_DebugTextureToDraw == 7) {
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m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
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}
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PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
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PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
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m_ImGuiRenderPass->Draw();
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