Add more improvements to usability of memory profiler
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@@ -61,7 +61,7 @@ public:
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GraphicsVertexBuffers,
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// Total index buffers memory usage.
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GraphicsIndexBuffers,
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// Total meshes memory usage (vertex and idnex buffers allocated by models).
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// Total meshes memory usage (vertex and index buffers allocated by models).
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GraphicsMeshes,
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// Totoal shaders memory usage (shaders bytecode, PSOs data).
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GraphicsShaders,
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@@ -78,7 +78,7 @@ public:
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// Total animation data memory usage (curves, events, keyframes, graphs, etc.).
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AnimationsData,
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// Total autio system memory.
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// Total audio system memory.
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Audio,
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// Total content system memory usage.
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@@ -90,11 +90,15 @@ public:
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// Total memory used by content streaming system (internals).
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ContentStreaming,
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// Total memory allocated by input system.
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Input,
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// Total memory allocated by scene objects.
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Level,
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// Total memory allocated by the foliage system (quad-tree, foliage instances data). Excluding foliage models data.
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LevelFoliage,
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// Total memory allocated by the terrain system (patches).
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LevelTerrain,
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// Total memory allocated by input system.
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Input,
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// Total localization system memory.
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Localization,
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@@ -148,7 +152,7 @@ public:
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CustomGame8,
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// Custom game-specific memory tracking.
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CustomGame9,
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// Custom plugin-specific memory tracking.
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CustomPlugin0,
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// Custom plugin-specific memory tracking.
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@@ -186,7 +190,7 @@ public:
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};
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/// <summary>
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/// The memory groups array wraper to avoid dynamic memory allocation.
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/// The memory groups array wrapper to avoid dynamic memory allocation.
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/// </summary>
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API_STRUCT(NoDefault) struct GroupsArray
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{
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@@ -254,7 +258,7 @@ public:
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static void OnMemoryAlloc(void* ptr, uint64 size);
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static void OnMemoryFree(void* ptr);
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static void OnGroupUpdate(Groups group, int64 sizeDelta, int64 countDetla);
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static void OnGroupUpdate(Groups group, int64 sizeDelta, int64 countDelta);
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public:
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/// <summary>
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