diff --git a/src/Deferred.cpp b/src/Deferred.cpp index 5d0c2f4af0..5f87e83009 100644 --- a/src/Deferred.cpp +++ b/src/Deferred.cpp @@ -378,8 +378,11 @@ void Deferred::DeferredPasses() auto& normalRoughnessCopy = renderer->GetRuntimeData().renderTargets[normalRoughnessCopyRT]; float2 resolution = Util::ConvertToDynamic(globals::state->screenSize); D3D11_BOX srcBox = { 0, 0, 0, (UINT)resolution.x, (UINT)resolution.y, 1 }; - context->CopySubresourceRegion(mainCopy.texture, 0, 0, 0, 0, main.texture, 0, &srcBox); - context->CopySubresourceRegion(normalRoughnessCopy.texture, 0, 0, 0, 0, normalRoughness.texture, 0, &srcBox); + { + TracyD3D11Zone(globals::state->tracyCtx, "Deferred Composite - Copies"); + context->CopySubresourceRegion(mainCopy.texture, 0, 0, 0, 0, main.texture, 0, &srcBox); + context->CopySubresourceRegion(normalRoughnessCopy.texture, 0, 0, 0, 0, normalRoughness.texture, 0, &srcBox); + } // Constant buffers { @@ -443,7 +446,10 @@ void Deferred::DeferredPasses() context->IASetInputLayout(nullptr); context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - context->Draw(3, 0); + { + TracyD3D11Zone(globals::state->tracyCtx, "Deferred Composite - Draw"); + context->Draw(3, 0); + } stateBackup.Restore(context); } diff --git a/src/Features/Upscaling.cpp b/src/Features/Upscaling.cpp index 036c9f24ea..48c812b7f5 100644 --- a/src/Features/Upscaling.cpp +++ b/src/Features/Upscaling.cpp @@ -1912,6 +1912,8 @@ void Upscaling::UpscaleDepth() }; { + TracyD3D11Zone(globals::state->tracyCtx, "Upscaling - Depth Upscale"); + // Engine copies kMAIN→kMAIN_COPY during 3D scene rendering. // In non-3D contexts (map, main menu, loading, pause) the engine skips its copy. auto* ui = globals::game::ui; @@ -1947,6 +1949,8 @@ void Upscaling::UpscaleDepth() } { + TracyD3D11Zone(globals::state->tracyCtx, "Upscaling - Underwater Mask"); + viewport.Width = screenSize.x * 0.5f; viewport.Height = screenSize.y * 0.5f; context->RSSetViewports(1, &viewport); @@ -1969,6 +1973,7 @@ void Upscaling::UpscaleDepth() // Now propagate the upscaled depth to kMAIN_COPY so downstream VR passes see it. if (globals::game::isVR) { + TracyD3D11Zone(globals::state->tracyCtx, "Upscaling - Depth VR Propagate"); copyIfNonAliased(depthCopy.texture, depth.texture); }