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@@ -2388,6 +2388,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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bool can_use_storage = _render_buffers_can_be_storage();
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if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
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+ RENDER_TIMESTAMP("Depth of Field");
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RD::get_singleton()->draw_command_begin_label("DOF");
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if (rb->blur[0].texture.is_null()) {
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_allocate_blur_textures(rb);
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@@ -2440,6 +2441,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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}
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if (can_use_effects && env && env->auto_exposure) {
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+ RENDER_TIMESTAMP("Auto exposure");
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RD::get_singleton()->draw_command_begin_label("Auto exposure");
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if (rb->luminance.current.is_null()) {
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_allocate_luminance_textures(rb);
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@@ -2467,6 +2469,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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int max_glow_level = -1;
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if (can_use_effects && env && env->glow_enabled) {
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+ RENDER_TIMESTAMP("Glow");
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RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
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/* see that blur textures are allocated */
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@@ -2515,6 +2518,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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}
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{
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+ RENDER_TIMESTAMP("Tonemap");
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RD::get_singleton()->draw_command_begin_label("Tonemap");
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RendererRD::ToneMapper::TonemapSettings tonemap;
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@@ -5170,7 +5174,6 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
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if (p_render_buffers.is_valid()) {
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/*
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_debug_draw_cluster(p_render_buffers);
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- RENDER_TIMESTAMP("Tonemap");
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_render_buffers_post_process_and_tonemap(&render_data);
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*/
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