From 420604efafdacc89ff38d3fb5dbdec3c4b30767f Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 11 Mar 2026 02:23:59 +0000 Subject: Sprinkling of glDebugScope in assets and render parts --- game/scenary/foliage.cpp | 7 +++++-- game/scenary/illuminator.cpp | 5 +++++ 2 files changed, 10 insertions(+), 2 deletions(-) (limited to 'game/scenary') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 528d3e1..b5b409e 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -37,6 +37,7 @@ void Foliage::postLoad() { texture = getTexture(); + glDebugScope _ {0}; bodyMesh->configureVAO(instanceVAO, 0) .addAttribs(1); instancePointVAO.configure().addAttribs(0); @@ -92,7 +93,7 @@ void Foliage::render(const SceneShader & shader, const Frustum &) const { if (instancePartitions.first) { - glDebugScope _ {instancePointVAO}; + glDebugScope _ {instanceVAO}; std::ignore = instances.size(); if (const auto count = instancePartitions.first - instancePartitions.second.first) { glDebugScope _ {0, "Billboard"}; @@ -122,9 +123,10 @@ void Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const { if (instancePartitions.second.second) { - glDebugScope _ {instancePointVAO}; + glDebugScope _ {instanceVAO}; std::ignore = instances.size(); if (const auto count = instancePartitions.second.second - instancePartitions.second.first) { + glDebugScope _ {0, "Billboard"}; const auto dimensions = bodyMesh->getDimensions(); mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size); shadowStencil.bind(0); @@ -134,6 +136,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const glBindVertexArray(0); } if (const auto count = instancePartitions.second.first) { + glDebugScope _ {0, "Mesh"}; if (texture) { texture->bind(3); mapper.dynamicPointInstWithTextures.use(); diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index 382cc60..a0ea5be 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -40,6 +40,7 @@ Illuminator::postLoad() throw std::logic_error {"Illuminator has no lights"}; } texture = getTexture(); + glDebugScope _ {0}; bodyMesh->configureVAO(instanceVAO, 0) .addAttribs(1); if (!spotLight.empty()) { @@ -70,6 +71,7 @@ void Illuminator::render(const SceneShader & shader, const Frustum &) const { if (const auto count = instances.size()) { + glDebugScope _ {instanceVAO}; shader.basicInst.use(); if (texture) { texture->bind(0); @@ -83,7 +85,9 @@ void Illuminator::lights(const SceneShader & shader) const { if (const auto count = instances.size()) { + glDebugScope _ {instanceVAO}; if (const auto scount = instancesSpotLight.size()) { + glDebugScope _ {*instancesSpotLightVAO, "Spot lights"}; shader.spotLightInst.use(); glBindVertexArray(*instancesSpotLightVAO); instancesSpotLightVAO->useBuffer(0, instancesSpotLight); @@ -91,6 +95,7 @@ Illuminator::lights(const SceneShader & shader) const glDrawArraysInstanced(GL_POINTS, 0, static_cast(scount), static_cast(count)); } if (const auto pcount = instancesPointLight.size()) { + glDebugScope _ {*instancesPointLightVAO, "Point llights"}; shader.pointLightInst.use(); glBindVertexArray(*instancesPointLightVAO); instancesPointLightVAO->useBuffer(0, instancesPointLight); -- cgit v1.3