Add various profiler events to analyze models importing workflow
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@@ -306,6 +306,8 @@ bool AssetsImportingManager::ImportIfEdited(const StringView& inputPath, const S
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bool AssetsImportingManager::Create(const Function<CreateAssetResult(CreateAssetContext&)>& callback, const StringView& inputPath, const StringView& outputPath, Guid& assetId, void* arg)
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{
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PROFILE_CPU();
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ZoneText(*outputPath, outputPath.Length());
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const auto startTime = Platform::GetTimeSeconds();
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// Pick ID if not specified
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@@ -369,7 +371,7 @@ bool AssetsImportingManager::Create(const Function<CreateAssetResult(CreateAsset
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if (result == CreateAssetResult::Ok)
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{
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// Register asset
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Content::GetRegistry()->RegisterAsset(context.Data.Header, outputPath);
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Content::GetRegistry()->RegisterAsset(context.Data.Header, context.TargetAssetPath);
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// Done
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const auto endTime = Platform::GetTimeSeconds();
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@@ -17,6 +17,7 @@
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#include "Engine/Content/Content.h"
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#include "Engine/Platform/FileSystem.h"
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#include "Engine/Utilities/RectPack.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "AssetsImportingManager.h"
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bool ImportModel::TryGetImportOptions(const StringView& path, Options& options)
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@@ -437,6 +438,7 @@ CreateAssetResult ImportModel::Create(CreateAssetContext& context)
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CreateAssetResult ImportModel::CreateModel(CreateAssetContext& context, ModelData& modelData, const Options* options)
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{
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PROFILE_CPU();
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IMPORT_SETUP(Model, Model::SerializedVersion);
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// Save model header
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@@ -487,6 +489,7 @@ CreateAssetResult ImportModel::CreateModel(CreateAssetContext& context, ModelDat
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CreateAssetResult ImportModel::CreateSkinnedModel(CreateAssetContext& context, ModelData& modelData, const Options* options)
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{
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PROFILE_CPU();
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IMPORT_SETUP(SkinnedModel, SkinnedModel::SerializedVersion);
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// Save skinned model header
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@@ -528,6 +531,7 @@ CreateAssetResult ImportModel::CreateSkinnedModel(CreateAssetContext& context, M
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CreateAssetResult ImportModel::CreateAnimation(CreateAssetContext& context, ModelData& modelData, const Options* options)
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{
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PROFILE_CPU();
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IMPORT_SETUP(Animation, Animation::SerializedVersion);
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// Save animation data
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