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