diff --git a/Source/Engine/Renderer/ShadowsPass.cpp b/Source/Engine/Renderer/ShadowsPass.cpp index 459002f61..68fb56d7a 100644 --- a/Source/Engine/Renderer/ShadowsPass.cpp +++ b/Source/Engine/Renderer/ShadowsPass.cpp @@ -1144,6 +1144,8 @@ void ShadowsPass::SetupLight(ShadowsCustomBuffer& shadows, RenderContext& render void ShadowsPass::ClearShadowMapTile(GPUContext* context, GPUConstantBuffer* quadShaderCB, QuadShaderData& quadShaderData) const { + PROFILE_GPU("Clear Tile"); + // Color.r is used by PS_DepthClear in Quad shader to clear depth quadShaderData.Color = GPU_DEPTH_RANGE_MAX; context->UpdateCB(quadShaderCB, &quadShaderData); @@ -1156,6 +1158,8 @@ void ShadowsPass::ClearShadowMapTile(GPUContext* context, GPUConstantBuffer* qua void ShadowsPass::CopyShadowMapTile(GPUContext* context, GPUConstantBuffer* quadShaderCB, QuadShaderData& quadShaderData, const GPUTexture* srcShadowMap, const ShadowsAtlasRectTile* srcTile) const { + PROFILE_GPU("Copy Tile"); + // Color.xyzw is used by PS_DepthCopy in Quad shader to scale input texture UVs const float staticAtlasResolutionInv = 1.0f / (float)srcShadowMap->Width(); quadShaderData.Color = Float4(srcTile->Width, srcTile->Height, srcTile->X, srcTile->Y) * staticAtlasResolutionInv;