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.
This commit is contained in:
Rémi Verschelde 2026-02-18 20:42:58 +01:00
parent f5a290ac46
commit b144637ae1
No known key found for this signature in database
GPG key ID: C3336907360768E1
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) {
if (RSG::utilities->get_captured_timestamps_count()) {
GodotProfileZoneGrouped(_profile_zone, "frame_profile");
Vector<FrameProfileArea> new_profile;
Vector<RenderingServerTypes::FrameProfileArea> new_profile;
if (RSG::utilities->capturing_timestamps) {
new_profile.resize(RSG::utilities->get_captured_timestamps_count());
}
@ -331,7 +331,7 @@ uint64_t RenderingServerDefault::get_frame_profile_frame() {
return frame_profile_frame;
}
Vector<RenderingServer::FrameProfileArea> RenderingServerDefault::get_frame_profile() {
Vector<RenderingServerTypes::FrameProfileArea> RenderingServerDefault::get_frame_profile() {
return frame_profile;
}