Merge branch 'development' into math_string_converters
This commit is contained in:
@@ -21,7 +21,7 @@ namespace Benchmark
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CreateFakePaths(numInstances);
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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@@ -60,7 +60,7 @@ namespace Benchmark
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{
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const unsigned int numEntities = static_cast<unsigned int>(state.range());
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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@@ -100,7 +100,7 @@ namespace Benchmark
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// plus the instance receiving them
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CreateFakePaths(numInstancesToAdd + 1);
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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@@ -150,7 +150,7 @@ namespace Benchmark
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// plus the root instance
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CreateFakePaths(numInstances + 1);
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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+1
-1
@@ -24,7 +24,7 @@ namespace Benchmark
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m_pathString);
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TemplateId templateToInstantiateId = firstInstance->GetTemplateId();
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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@@ -19,7 +19,7 @@ namespace Benchmark
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const unsigned int numTemplates = static_cast<unsigned int>(state.range());
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CreateFakePaths(numTemplates);
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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+4
-4
@@ -24,7 +24,7 @@ namespace Benchmark
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const auto& nestedTemplatePath = m_paths.front();
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const auto& enclosingTemplatePath = m_paths.back();
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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@@ -85,7 +85,7 @@ namespace Benchmark
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const unsigned int numInstances = maxDepth;
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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@@ -137,7 +137,7 @@ namespace Benchmark
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const unsigned int numInstances = numRootInstances * maxDepth;
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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@@ -197,7 +197,7 @@ namespace Benchmark
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const unsigned int numInstances = (1 << maxDepth) - 1;
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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+3
-3
@@ -22,7 +22,7 @@ namespace Benchmark
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SetUpSpawnableAsset(entityCountInSourcePrefab);
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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m_spawnTicket = aznew AzFramework::EntitySpawnTicket(m_spawnableAsset);
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@@ -59,7 +59,7 @@ namespace Benchmark
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SetUpSpawnableAsset(entityCountInSpawnable);
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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m_spawnTicket = aznew AzFramework::EntitySpawnTicket(m_spawnableAsset);
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@@ -94,7 +94,7 @@ namespace Benchmark
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SetUpSpawnableAsset(entityCountInSpawnable);
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auto spawner = AzFramework::SpawnableEntitiesInterface::Get();
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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m_spawnTicket = aznew AzFramework::EntitySpawnTicket(m_spawnableAsset);
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+1
-1
@@ -27,7 +27,7 @@ namespace Benchmark
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auto& prefabDom = m_prefabSystemComponent->FindTemplateDom(instance->GetTemplateId());
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for (auto _ : state)
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for ([[maybe_unused]] auto _ : state)
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{
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// Create a vector to store spawnables so that they don't get destroyed immediately after construction.
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AZStd::vector<AZStd::unique_ptr<AzFramework::Spawnable>> spawnables;
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@@ -176,7 +176,7 @@ namespace UnitTest
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TEST_F(PrefabFixupTest, Test_LoadInstanceFromPrefabDom_Overload3)
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{
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Instance instance;
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Instance::EntityList entityList;
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AzToolsFramework::EntityList entityList;
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(PrefabDomUtils::LoadInstanceFromPrefabDom(instance, entityList, m_prefabDom));
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CheckInstance(instance);
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