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