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
@@ -33,7 +33,7 @@ namespace Blast
void ActorRenderManager::OnActorCreated(const BlastActor& actor)
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
AZ_PROFILE_FUNCTION(Physics);
const AZStd::vector<uint32_t>& chunkIndices = actor.GetChunkIndices();
@@ -47,7 +47,7 @@ namespace Blast
void ActorRenderManager::OnActorDestroyed(const BlastActor& actor)
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
AZ_PROFILE_FUNCTION(Physics);
const AZStd::vector<uint32_t>& chunkIndices = actor.GetChunkIndices();
@@ -62,7 +62,7 @@ namespace Blast
{
// It is more natural to have chunk entities be transform children of rigid body entity,
// however having them separate and manually synchronizing transform is more efficient.
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
AZ_PROFILE_FUNCTION(Physics);
for (auto chunkId = 0u; chunkId < m_chunkCount; ++chunkId)
{