forked from blender/blender
Fix review comments #27
@ -5,10 +5,11 @@
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#include "DEG_depsgraph_query.h"
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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#include "PIL_time.h"
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#include "BLI_timecode.h"
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#include "camera.h"
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#include "final_engine.h"
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#include "utils.h"
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namespace blender::render::hydra {
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@ -63,12 +64,6 @@ void FinalEngine::render(Depsgraph *depsgraph)
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}
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tasks.push_back(render_task_delegate_->get_task());
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std::chrono::time_point<std::chrono::steady_clock> time_begin = std::chrono::steady_clock::now(),
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time_current;
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std::chrono::milliseconds elapsed_time;
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float percent_done = 0.0;
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std::map<std::string, std::vector<float>> render_images{
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{"Combined", std::vector<float>(res[0] * res[1] * 4)}}; /* 4 - number of channels. */
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std::vector<float> &pixels = render_images["Combined"];
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@ -79,19 +74,23 @@ void FinalEngine::render(Depsgraph *depsgraph)
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engine_->Execute(render_index_.get(), &tasks);
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}
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char elapsed_time[32];
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double time_begin = PIL_check_seconds_timer();
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float percent_done = 0.0;
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while (true) {
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if (RE_engine_test_break(bl_engine_)) {
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break;
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}
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percent_done = renderer_percent_done();
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time_current = std::chrono::steady_clock::now();
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elapsed_time = std::chrono::duration_cast<std::chrono::milliseconds>(time_current -
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time_begin);
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BLI_timecode_string_from_time_simple(
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elapsed_time, sizeof(elapsed_time), PIL_check_seconds_timer() - time_begin);
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notify_status(percent_done / 100.0,
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scene_name + ": " + layer_name,
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"Render Time: " + format_duration(elapsed_time) +
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std::string("Render Time: ") + elapsed_time +
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" | Done: " + std::to_string(int(percent_done)) + "%");
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if (render_task_delegate_->is_converged()) {
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@ -185,12 +184,6 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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}
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tasks.push_back(render_task_delegate_->get_task());
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std::chrono::time_point<std::chrono::steady_clock> time_begin = std::chrono::steady_clock::now(),
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time_current;
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std::chrono::milliseconds elapsed_time;
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float percent_done = 0.0;
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std::map<std::string, std::vector<float>> render_images{
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{"Combined", std::vector<float>(res[0] * res[1] * 4)}}; /* 4 - number of channels. */
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std::vector<float> &pixels = render_images["Combined"];
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@ -217,19 +210,23 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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engine_->Execute(render_index_.get(), &tasks);
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}
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char elapsed_time[32];
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double time_begin = PIL_check_seconds_timer();
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float percent_done = 0.0;
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while (true) {
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if (RE_engine_test_break(bl_engine_)) {
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break;
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}
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percent_done = renderer_percent_done();
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time_current = std::chrono::steady_clock::now();
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elapsed_time = std::chrono::duration_cast<std::chrono::milliseconds>(time_current -
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time_begin);
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BLI_timecode_string_from_time_simple(
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elapsed_time, sizeof(elapsed_time), PIL_check_seconds_timer() - time_begin);
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notify_status(percent_done / 100.0,
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scene_name + ": " + layer_name,
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"Render Time: " + format_duration(elapsed_time) +
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std::string("Render Time: ") + elapsed_time +
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" | Done: " + std::to_string(int(percent_done)) + "%");
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if (render_task_delegate_->is_converged()) {
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@ -3,8 +3,6 @@
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#pragma once
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#include <chrono>
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#include "engine.h"
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namespace blender::render::hydra {
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@ -1,9 +1,7 @@
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/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include <chrono>
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#include <filesystem>
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#include <sstream>
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#include <pxr/base/tf/stringUtils.h>
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@ -29,35 +27,6 @@ pxr::GfMatrix4d gf_matrix_from_transform(float m[4][4])
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return ret;
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}
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std::string format_duration(std::chrono::milliseconds millisecs)
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{
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std::stringstream ss;
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bool neg = millisecs < std::chrono::milliseconds(0);
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if (neg) {
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millisecs = -millisecs;
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}
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auto m = std::chrono::duration_cast<std::chrono::minutes>(millisecs);
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millisecs -= m;
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auto s = std::chrono::duration_cast<std::chrono::seconds>(millisecs);
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millisecs -= s;
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if (neg) {
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ss << "-";
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}
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if (m < std::chrono::minutes(10)) {
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ss << "0";
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}
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ss << std::to_string(m / std::chrono::minutes(1)) << ":";
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if (s < std::chrono::seconds(10)) {
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ss << "0";
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}
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ss << std::to_string(s / std::chrono::seconds(1)) << ":";
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if (millisecs < std::chrono::milliseconds(10)) {
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ss << "0";
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}
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ss << std::to_string(millisecs / std::chrono::milliseconds(1) / 10);
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return ss.str();
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}
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std::string cache_image(Main *bmain,
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Scene *scene,
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Image *image,
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@ -3,7 +3,6 @@
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#pragma once
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#include <chrono>
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#include <string>
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#include <pxr/base/gf/matrix4d.h>
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@ -14,7 +13,6 @@
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namespace blender::render::hydra {
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pxr::GfMatrix4d gf_matrix_from_transform(float m[4][4]);
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std::string format_duration(std::chrono::milliseconds secs);
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std::string cache_image(Main *bmain,
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Scene *scene,
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Image *image,
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@ -11,14 +11,16 @@
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#include "BKE_camera.h"
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#include "BLI_timecode.h"
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#include "BLI_math_matrix.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_matrix.h"
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#include "PIL_time.h"
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#include "camera.h"
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#include "utils.h"
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#include "viewport_engine.h"
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namespace blender::render::hydra {
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@ -259,10 +261,6 @@ void ViewportEngine::render(Depsgraph *depsgraph, bContext *context)
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render_task_delegate_->set_renderer_aov(pxr::HdAovTokens->color);
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}
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if (renderer_percent_done() == 0.0f) {
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time_begin_ = std::chrono::steady_clock::now();
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}
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE);
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GPU_shader_bind(shader);
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@ -285,21 +283,23 @@ void ViewportEngine::render(Depsgraph *depsgraph, bContext *context)
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GPU_shader_unbind();
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std::chrono::time_point<std::chrono::steady_clock> time_current =
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std::chrono::steady_clock::now();
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std::chrono::milliseconds elapsed_time = std::chrono::duration_cast<std::chrono::milliseconds>(
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time_current - time_begin_);
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if (renderer_percent_done() == 0.0f) {
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time_begin_ = PIL_check_seconds_timer();
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}
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std::string formatted_time = format_duration(elapsed_time);
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char elapsed_time[32];
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BLI_timecode_string_from_time_simple(
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elapsed_time, sizeof(elapsed_time), PIL_check_seconds_timer() - time_begin_);
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if (!render_task_delegate_->is_converged()) {
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notify_status("Time: " + formatted_time +
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" | Done: " + std::to_string(int(renderer_percent_done())) + "%",
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notify_status(std::string("Time: ") + elapsed_time +
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" | Done: " + std::to_string(int(renderer_percent_done())) + "%",
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"Render");
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bl_engine_->flag |= RE_ENGINE_DO_DRAW;
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}
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else {
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notify_status(("Time: " + formatted_time).c_str(), "Rendering Done");
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notify_status((std::string("Time: ") + elapsed_time).c_str(), "Rendering Done");
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}
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}
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@ -3,8 +3,6 @@
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#pragma once
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#include <chrono>
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#include <pxr/imaging/hd/renderBuffer.h>
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#include "GPU_batch.h"
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@ -46,7 +44,7 @@ class ViewportEngine : public Engine {
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void notify_status(const std::string &title, const std::string &info);
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private:
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std::chrono::time_point<std::chrono::steady_clock> time_begin_;
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double time_begin_;
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DrawTexture draw_texture_;
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};
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