Deprecate profiler categories based on global enum
(to be supplanted by registered budgets in the future) Signed-off-by: Jeremy Ong <jcong@amazon.com>
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@@ -145,7 +145,7 @@ namespace AZ
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void DecalTextureArrayFeatureProcessor::Simulate(const RPI::FeatureProcessor::SimulatePacket& packet)
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{
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AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender)
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AZ_PROFILE_FUNCTION(AzRender);
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AZ_UNUSED(packet);
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if (m_deviceBufferNeedsUpdate)
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@@ -159,7 +159,7 @@ namespace AZ
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void DecalTextureArrayFeatureProcessor::Render(const RPI::FeatureProcessor::RenderPacket& packet)
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{
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// Note that decals are rendered as part of the forward shading pipeline. We only need to bind the decal buffers/textures in here.
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AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender)
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AZ_PROFILE_FUNCTION(AzRender);
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for (const RPI::ViewPtr& view : packet.m_views)
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{
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@@ -295,7 +295,7 @@ namespace AZ
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void DecalTextureArrayFeatureProcessor::SetDecalMaterial(const DecalHandle handle, const AZ::Data::AssetId material)
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Renderer);
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AZ_PROFILE_FUNCTION(Renderer);
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if (handle.IsNull())
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{
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AZ_Warning("DecalTextureArrayFeatureProcessor", false, "Invalid handle passed to DecalTextureArrayFeatureProcessor::SetDecalMaterial().");
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@@ -365,7 +365,7 @@ namespace AZ
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void DecalTextureArrayFeatureProcessor::OnAssetReady(const Data::Asset<Data::AssetData> asset)
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Renderer);
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AZ_PROFILE_FUNCTION(Renderer);
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const Data::AssetId& assetId = asset->GetId();
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const RPI::MaterialAsset* materialAsset = asset.GetAs<AZ::RPI::MaterialAsset>();
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