// Adds to commandLists the command lists containing the rendering commands for the renderables given in renderablesDBVH internal void Render(Queue <CommandList> commandLists, bool updateEnvironmentMap = false) { ProfilerShort.Begin("MyGeometryRenderer.Render"); MyGpuProfiler.IC_BeginBlock("MyGeometryRenderer.Render"); ProfilerShort.Begin("Culling"); PrepareFrame(); ProfilerShort.Begin("Prepare culling"); var shadowmapQueries = m_shadowHandler.PrepareQueries(); MyVisibilityCuller.PrepareCullQuery(m_cullQuery, shadowmapQueries, updateEnvironmentMap); ProfilerShort.BeginNextBlock("Perform culling"); m_visibilityCuller.PerformCulling(m_cullQuery, m_renderablesDBVH); ProfilerShort.End(); ProfilerShort.End(); ProfilerShort.BeginNextBlock("Record command lists"); m_renderingDispatcher.RecordCommandLists(m_cullQuery, commandLists); ProfilerShort.BeginNextBlock("Send output messages"); SendOutputMessages(m_cullQuery); ProfilerShort.BeginNextBlock("Frame cleanup"); EndFrame(); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); // End function block }
// Adds to commandLists the command lists containing the rendering commands for the renderables given in renderablesDBVH internal void Render(Queue <CommandList> commandLists) { ProfilerShort.Begin("Perform culling"); m_visibilityCuller.PerformCulling(m_cullQuery, m_renderablesDBVH); ProfilerShort.BeginNextBlock("Record command lists"); m_renderingDispatcher.RecordCommandLists(m_cullQuery, commandLists); ProfilerShort.BeginNextBlock("Send output messages"); SendOutputMessages(m_cullQuery); ProfilerShort.BeginNextBlock("Frame cleanup"); EndFrame(); ProfilerShort.End(); }