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>
This commit is contained in:
Mike Balfour
2021-09-10 09:11:06 -05:00
committed by GitHub
parent c3e285cff7
commit 0505f200e5
16 changed files with 0 additions and 51 deletions
@@ -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