Remove extra/bad profile markers (#4031)

Many of these are just extra noise in the profile, but the one in Archive.cpp could also cause PIX to crash.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
monroegm-disable-blank-issue-2
Mike Balfour 5 years ago committed by GitHub
parent c3e285cff7
commit 0505f200e5
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -689,9 +689,6 @@ namespace AZ::IO
return AZ::IO::InvalidHandle;
}
AZ_PROFILE_SCOPE(Game, "File: %.*s Archive: %p",
aznumeric_cast<int>(pName.size()), pName.data(), this);
SAutoCollectFileAccessTime accessTime(this);
AZ::IO::HandleType fileHandle = AZ::IO::InvalidHandle;

@ -45,8 +45,6 @@ namespace AzFramework
void EntityVisibilityBoundsUnionSystem::OnEntityActivated(AZ::Entity* entity)
{
AZ_PROFILE_FUNCTION(AzFramework);
// ignore any entity that might activate which does not have a TransformComponent
if (entity->GetTransform() == nullptr)
{
@ -68,8 +66,6 @@ namespace AzFramework
void EntityVisibilityBoundsUnionSystem::OnEntityDeactivated(AZ::Entity* entity)
{
AZ_PROFILE_FUNCTION(AzFramework);
// ignore any entity that might deactivate which does not have a TransformComponent
if (entity->GetTransform() == nullptr)
{
@ -89,8 +85,6 @@ namespace AzFramework
void EntityVisibilityBoundsUnionSystem::UpdateVisibilitySystem(AZ::Entity* entity, EntityVisibilityBoundsUnionInstance& instance)
{
AZ_PROFILE_FUNCTION(AzFramework);
if (const auto& localEntityBoundsUnions = instance.m_localEntityBoundsUnion; localEntityBoundsUnions.IsValid())
{
// note: worldEntityBounds will not be a 'tight-fit' Aabb but that of a transformed local aabb
@ -155,8 +149,6 @@ namespace AzFramework
void EntityVisibilityBoundsUnionSystem::OnTransformUpdated(AZ::Entity* entity)
{
AZ_PROFILE_FUNCTION(AzFramework);
// update the world transform of the visibility bounds union
if (auto instance_it = m_entityVisibilityBoundsUnionInstanceMapping.find(entity);
instance_it != m_entityVisibilityBoundsUnionInstanceMapping.end())

@ -312,8 +312,6 @@ namespace AzToolsFramework
void EditorVisibleEntityDataCache::OnTransformChanged(const AZ::Transform& /*local*/, const AZ::Transform& world)
{
AZ_PROFILE_FUNCTION(AzToolsFramework);
const AZ::EntityId entityId = *AZ::TransformNotificationBus::GetCurrentBusId();
if (AZStd::optional<size_t> entityIndex = GetVisibleEntityIndexFromId(entityId))

@ -479,8 +479,6 @@ namespace AZ
: m_modelAsset(modelAsset)
, m_parent(parent)
{
AZ_PROFILE_FUNCTION(AzRender);
if (!m_modelAsset.GetId().IsValid())
{
AZ_Error("MeshDataInstance::MeshLoader", false, "Invalid model asset Id.");
@ -508,7 +506,6 @@ namespace AZ
//! AssetBus::Handler overrides...
void MeshDataInstance::MeshLoader::OnAssetReady(Data::Asset<Data::AssetData> asset)
{
AZ_PROFILE_FUNCTION(AzRender);
Data::Asset<RPI::ModelAsset> modelAsset = asset;
// Assign the fully loaded asset back to the mesh handle to not only hold asset id, but the actual data as well.
@ -580,8 +577,6 @@ namespace AZ
void MeshDataInstance::Init(Data::Instance<RPI::Model> model)
{
AZ_PROFILE_FUNCTION(AzRender);
m_model = model;
const size_t modelLodCount = m_model->GetLodCount();
m_drawPacketListsByLod.resize(modelLodCount);
@ -612,8 +607,6 @@ namespace AZ
void MeshDataInstance::BuildDrawPacketList(size_t modelLodIndex)
{
AZ_PROFILE_FUNCTION(AzRender);
RPI::ModelLod& modelLod = *m_model->GetLods()[modelLodIndex];
const size_t meshCount = modelLod.GetMeshes().size();

@ -417,7 +417,6 @@ namespace AZ
void FrameScheduler::ExecuteContextInternal(FrameGraphExecuteGroup& group, uint32_t index)
{
AZ_PROFILE_FUNCTION(RHI);
FrameGraphExecuteContext* executeContext = group.BeginContext(index);
{

@ -278,8 +278,6 @@ namespace AZ
const PipelineState* PipelineStateCache::AcquirePipelineState(PipelineLibraryHandle handle, const PipelineStateDescriptor& descriptor)
{
AZ_PROFILE_FUNCTION(RHI);
if (handle.IsNull())
{
return nullptr;

@ -124,7 +124,6 @@ namespace AZ
bool MeshDrawPacket::DoUpdate(const Scene& parentScene)
{
AZ_PROFILE_FUNCTION(RPI);
const ModelLod::Mesh& mesh = m_modelLod->GetMeshes()[m_modelLodMeshIndex];
if (!m_material)
@ -155,8 +154,6 @@ namespace AZ
auto appendShader = [&](const ShaderCollection::Item& shaderItem)
{
AZ_PROFILE_SCOPE(RPI, "appendShader()");
// Skip the shader item without creating the shader instance
// if the mesh is not going to be rendered based on the draw tag
RHI::RHISystemInterface* rhiSystem = RHI::RHISystemInterface::Get();
@ -256,7 +253,6 @@ namespace AZ
Data::Instance<ShaderResourceGroup> drawSrg;
if (drawSrgLayout)
{
AZ_PROFILE_SCOPE(RPI, "create drawSrg");
// If the DrawSrg exists we must create and bind it, otherwise the CommandList will fail validation for SRG being null
drawSrg = RPI::ShaderResourceGroup::Create(shader->GetAsset(), shader->GetSupervariantIndex(), drawSrgLayout->GetName());

@ -264,8 +264,6 @@ namespace AZ
const MaterialModelUvOverrideMap& materialModelUvMap,
const MaterialUvNameMap& materialUvNameMap) const
{
AZ_PROFILE_FUNCTION(RPI);
streamBufferViewsOut.clear();
RHI::InputStreamLayoutBuilder layoutBuilder;
@ -366,8 +364,6 @@ namespace AZ
const MaterialModelUvOverrideMap& materialModelUvMap,
const MaterialUvNameMap& materialUvNameMap) const
{
AZ_PROFILE_FUNCTION(RPI);
const Mesh& mesh = m_meshes[meshIndex];
auto defaultUv = FindDefaultUvStream(meshIndex, materialUvNameMap);

@ -230,8 +230,6 @@ namespace AZ
void RasterPass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
{
AZ_PROFILE_FUNCTION(RPI);
RHI::CommandList* commandList = context.GetCommandList();
const RHI::DrawListView drawListViewPartition = RHI::GetDrawListPartition(m_drawListView, context.GetCommandListIndex(), context.GetCommandListCount());

@ -299,7 +299,6 @@ namespace AZ
const ShaderVariant& Shader::GetVariant(const ShaderVariantId& shaderVariantId)
{
AZ_PROFILE_FUNCTION(RPI);
Data::Asset<ShaderVariantAsset> shaderVariantAsset = m_asset->GetVariant(shaderVariantId, m_supervariantIndex);
if (!shaderVariantAsset || shaderVariantAsset->IsRootVariant())
{
@ -316,15 +315,12 @@ namespace AZ
ShaderVariantSearchResult Shader::FindVariantStableId(const ShaderVariantId& shaderVariantId) const
{
AZ_PROFILE_FUNCTION(RPI);
ShaderVariantSearchResult variantSearchResult = m_asset->FindVariantStableId(shaderVariantId);
return variantSearchResult;
}
const ShaderVariant& Shader::GetVariant(ShaderVariantStableId shaderVariantStableId)
{
AZ_PROFILE_FUNCTION(RPI);
if (!shaderVariantStableId.IsValid() || shaderVariantStableId == ShaderAsset::RootShaderVariantStableId)
{
return m_rootVariant;

@ -96,8 +96,6 @@ namespace AZ
const AZ::Vector3& rayStart, const AZ::Vector3& rayDir, bool allowBruteForce,
float& distanceNormalized, AZ::Vector3& normal) const
{
AZ_PROFILE_FUNCTION(RPI);
if (!m_modelTriangleCount)
{
// [GFX TODO][ATOM-4343 Bake mesh spatial information during AP processing]

@ -172,8 +172,6 @@ namespace AZ
Data::Asset<ShaderVariantAsset> ShaderAsset::GetVariant(
const ShaderVariantId& shaderVariantId, SupervariantIndex supervariantIndex)
{
AZ_PROFILE_FUNCTION(RPI);
auto variantFinder = AZ::Interface<IShaderVariantFinder>::Get();
AZ_Assert(variantFinder, "The IShaderVariantFinder doesn't exist");
@ -189,8 +187,6 @@ namespace AZ
ShaderVariantSearchResult ShaderAsset::FindVariantStableId(const ShaderVariantId& shaderVariantId)
{
AZ_PROFILE_FUNCTION(RPI);
uint32_t dynamicOptionCount = aznumeric_cast<uint32_t>(GetShaderOptionGroupLayout()->GetShaderOptions().size());
ShaderVariantSearchResult variantSearchResult{RootShaderVariantStableId, dynamicOptionCount };

@ -72,8 +72,6 @@ namespace AZ
ShaderVariantSearchResult ShaderVariantTreeAsset::FindVariantStableId(const ShaderOptionGroupLayout* shaderOptionGroupLayout, const ShaderVariantId& shaderVariantId) const
{
AZ_PROFILE_FUNCTION(RPI);
struct NodeToVisit
{
uint32_t m_branchCount; // Number of static branches

@ -147,8 +147,6 @@ namespace SurfaceData
bool SurfaceDataMeshComponent::DoRayTrace(const AZ::Vector3& inPosition, AZ::Vector3& outPosition, AZ::Vector3& outNormal) const
{
AZ_PROFILE_FUNCTION(Entity);
AZStd::lock_guard<decltype(m_cacheMutex)> lock(m_cacheMutex);
// test AABB as first pass to claim the point

@ -184,8 +184,6 @@ namespace SurfaceData
bool SurfaceDataColliderComponent::DoRayTrace(const AZ::Vector3& inPosition, bool queryPointOnly, AZ::Vector3& outPosition, AZ::Vector3& outNormal) const
{
AZ_PROFILE_FUNCTION(Entity);
AZStd::lock_guard<decltype(m_cacheMutex)> lock(m_cacheMutex);
// test AABB as first pass to claim the point

@ -229,8 +229,6 @@ namespace SurfaceData
void SurfaceDataSystemComponent::GetSurfacePointsFromRegion(const AZ::Aabb& inRegion, const AZ::Vector2 stepSize, const SurfaceTagVector& desiredTags, SurfacePointListPerPosition& surfacePointListPerPosition) const
{
AZ_PROFILE_FUNCTION(Entity);
AZStd::lock_guard<decltype(m_registrationMutex)> registrationLock(m_registrationMutex);
surfacePointListPerPosition.clear();

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