Add more events for GPU profiling
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Content/Shaders/PostProcessing.flax
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Content/Shaders/PostProcessing.flax
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@@ -186,6 +186,7 @@ GPU_CB_STRUCT(Data {
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void ExponentialHeightFog::DrawFog(GPUContext* context, RenderContext& renderContext, GPUTextureView* output)
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{
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PROFILE_GPU_CPU("Exponential Height Fog");
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auto integratedLightScattering = renderContext.Buffers->VolumetricFog;
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bool useVolumetricFog = integratedLightScattering != nullptr;
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@@ -176,6 +176,7 @@ void Sky::DrawFog(GPUContext* context, RenderContext& renderContext, GPUTextureV
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AtmosphereCache cache;
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if (!AtmospherePreCompute::GetCache(&cache))
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return;
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PROFILE_GPU_CPU("Sky Fog");
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context->BindSR(4, cache.Transmittance);
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context->BindSR(5, cache.Irradiance);
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context->BindSR(6, cache.Inscatter->ViewVolume());
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@@ -368,6 +368,7 @@ void ReflectionsPass::Render(RenderContext& renderContext, GPUTextureView* light
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// Check if no need to render reflection environment
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if (!useReflections || !(renderProbes || useSSR))
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return;
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PROFILE_GPU_CPU("Reflections");
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// Setup data
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Data data;
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@@ -619,6 +619,7 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
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float4 color;
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// Chromatic Abberation
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BRANCH
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if (ChromaticDistortion > 0)
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{
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const float MAX_DIST_PX = 24.0;
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