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Use MATERIALX_BUILD_PERFETTO_TRACING in RenderGlsl.cpp
The CMake flag was renamed from MATERIALX_BUILD_TRACING to MATERIALX_BUILD_PERFETTO_TRACING in PR AcademySoftwareFoundation#2742. Update all #ifdef guards in RenderGlsl.cpp to match.
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source/MaterialXTest/MaterialXRenderGlsl/RenderGlsl.cpp

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@@ -19,14 +19,14 @@
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#include <MaterialXFormat/Util.h>
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#ifdef MATERIALX_BUILD_TRACING
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#ifdef MATERIALX_BUILD_PERFETTO_TRACING
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#include <MaterialXRenderGlsl/External/Glad/glad.h>
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#include <chrono>
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#endif
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namespace mx = MaterialX;
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#ifdef MATERIALX_BUILD_TRACING
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#ifdef MATERIALX_BUILD_PERFETTO_TRACING
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// GPU timing utilities
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namespace {
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@@ -74,7 +74,7 @@ class GpuTimerQuery
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};
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} // anonymous namespace
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#endif // MATERIALX_BUILD_TRACING
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#endif // MATERIALX_BUILD_PERFETTO_TRACING
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//
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// Render validation tester for the GLSL shading language
@@ -418,15 +418,15 @@ bool GlslShaderRenderTester::runRenderer(const std::string& shaderName,
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// Frame 0 often includes driver shader compilation; analyze in Python to discard warmup
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for (unsigned int frameIdx = 0; frameIdx < testOptions.framesPerMaterial; ++frameIdx)
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{
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#ifdef MATERIALX_BUILD_TRACING
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#ifdef MATERIALX_BUILD_PERFETTO_TRACING
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// GPU timing with timer queries
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uint64_t cpuStartNs = getCurrentTimeNs();
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GpuTimerQuery gpuTimer;
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gpuTimer.begin();
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#endif
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_renderer->render();
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#ifdef MATERIALX_BUILD_TRACING
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#ifdef MATERIALX_BUILD_PERFETTO_TRACING
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gpuTimer.end();
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// glFinish ensures GPU is done, making CPU trace scope accurate

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