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Fix UI being affected by subgroup profiler
1 parent e12cb5a commit a38ad3d

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src/engine/renderer/tr_shade.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -900,14 +900,14 @@ void Render_generic3D( shaderStage_t *pStage )
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901901
if ( r_profilerRenderSubGroups.Get() && !( pStage->stateBits & GLS_DEPTHMASK_TRUE ) && !tr.skipSubgroupProfiler ) {
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const uint mode = GetShaderProfilerRenderSubGroupsMode( pStage->stateBits );
903+
gl_genericShader->SetUniform_ProfilerRenderSubGroups( mode );
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if( mode == 0 ) {
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return;
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}
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GL_State( pStage->stateBits & ~( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) );
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gl_genericShader->SetUniform_ProfilerZero();
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gl_genericShader->SetUniform_ProfilerRenderSubGroups( mode );
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}
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gl_genericShader->SetRequiredVertexPointers();
@@ -1202,14 +1202,14 @@ void Render_lightMapping( shaderStage_t *pStage )
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if ( r_profilerRenderSubGroups.Get() && !( pStage->stateBits & GLS_DEPTHMASK_TRUE ) ) {
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const uint mode = GetShaderProfilerRenderSubGroupsMode( stateBits );
1205+
gl_lightMappingShader->SetUniform_ProfilerRenderSubGroups( mode );
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if ( mode == 0 ) {
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return;
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}
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GL_State( stateBits & ~( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) );
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gl_lightMappingShader->SetUniform_ProfilerZero();
1212-
gl_lightMappingShader->SetUniform_ProfilerRenderSubGroups( mode );
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}
12141214

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gl_lightMappingShader->SetRequiredVertexPointers();

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