Decouple RenderingServer from ServersDebugger
This one doesn't seem to have much impact on incremental rebuild time after a change in `rendering_server.h`, but might still be worth it to prevent future heavier coupling.
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6 changed files with 67 additions and 15 deletions
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@ -129,7 +129,7 @@ void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
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if (RSG::utilities->get_captured_timestamps_count()) {
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GodotProfileZoneGrouped(_profile_zone, "frame_profile");
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Vector<FrameProfileArea> new_profile;
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Vector<RenderingServerTypes::FrameProfileArea> new_profile;
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if (RSG::utilities->capturing_timestamps) {
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new_profile.resize(RSG::utilities->get_captured_timestamps_count());
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}
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@ -331,7 +331,7 @@ uint64_t RenderingServerDefault::get_frame_profile_frame() {
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return frame_profile_frame;
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}
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Vector<RenderingServer::FrameProfileArea> RenderingServerDefault::get_frame_profile() {
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Vector<RenderingServerTypes::FrameProfileArea> RenderingServerDefault::get_frame_profile() {
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return frame_profile;
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}
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