Deprecate profiler categories based on global enum

(to be supplanted by registered budgets in the future)

Signed-off-by: Jeremy Ong <jcong@amazon.com>
This commit is contained in:
Jeremy Ong
2021-08-17 12:10:57 -06:00
parent d15d40fec6
commit df9b4d4a2f
274 changed files with 1435 additions and 1965 deletions
@@ -124,7 +124,7 @@ namespace AZ
bool MeshDrawPacket::DoUpdate(const Scene& parentScene)
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
AZ_PROFILE_FUNCTION(AzRender);
const ModelLod::Mesh& mesh = m_modelLod->GetMeshes()[m_modelLodMeshIndex];
if (!m_material)
@@ -155,7 +155,7 @@ namespace AZ
auto appendShader = [&](const ShaderCollection::Item& shaderItem)
{
AZ_PROFILE_SCOPE(Debug::ProfileCategory::AzRender, "appendShader()");
AZ_PROFILE_SCOPE(AzRender, "appendShader()");
// Skip the shader item without creating the shader instance
// if the mesh is not going to be rendered based on the draw tag
@@ -256,7 +256,7 @@ namespace AZ
Data::Instance<ShaderResourceGroup> drawSrg;
if (drawSrgLayout)
{
AZ_PROFILE_SCOPE(Debug::ProfileCategory::AzRender, "create drawSrg");
AZ_PROFILE_SCOPE(AzRender, "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());