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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@@ -250,7 +250,7 @@ namespace NvCloth
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[[maybe_unused]] ClothId clothId,
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float deltaTime)
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
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AZ_PROFILE_FUNCTION(Cloth);
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UpdateSimulationCollisions();
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@@ -267,7 +267,7 @@ namespace NvCloth
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[[maybe_unused]] float deltaTime,
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const AZStd::vector<SimParticleFormat>& updatedParticles)
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
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AZ_PROFILE_FUNCTION(Cloth);
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// Next buffer index of the render data
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m_renderDataBufferIndex = (m_renderDataBufferIndex + 1) % RenderDataBufferSize;
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@@ -326,7 +326,7 @@ namespace NvCloth
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{
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if (m_actorClothColliders)
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
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AZ_PROFILE_FUNCTION(Cloth);
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m_actorClothColliders->Update();
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@@ -342,7 +342,7 @@ namespace NvCloth
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{
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if (m_actorClothSkinning)
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
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AZ_PROFILE_FUNCTION(Cloth);
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m_actorClothSkinning->UpdateSkinning();
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@@ -376,7 +376,7 @@ namespace NvCloth
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void ClothComponentMesh::UpdateSimulationConstraints()
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
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AZ_PROFILE_FUNCTION(Cloth);
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m_motionConstraints = m_clothConstraints->GetMotionConstraints();
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m_separationConstraints = m_clothConstraints->GetSeparationConstraints();
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@@ -396,7 +396,7 @@ namespace NvCloth
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void ClothComponentMesh::UpdateRenderData(const AZStd::vector<SimParticleFormat>& particles)
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
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AZ_PROFILE_FUNCTION(Cloth);
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if (!m_cloth)
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{
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@@ -449,7 +449,7 @@ namespace NvCloth
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void ClothComponentMesh::CopyRenderDataToModel()
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
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AZ_PROFILE_FUNCTION(Cloth);
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// Previous buffer index of the render data
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const AZ::u32 previousBufferIndex = (m_renderDataBufferIndex + RenderDataBufferSize - 1) % RenderDataBufferSize;
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