Add memory profiling events to the main areas of the engine
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@@ -20,6 +20,7 @@
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#include "Engine/Core/Cache.h"
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#include "Engine/Debug/Exceptions/JsonParseException.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#include "Engine/Scripting/Scripting.h"
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#include "Engine/Scripting/ManagedCLR/MClass.h"
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#include "Engine/Scripting/ManagedCLR/MField.h"
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@@ -39,6 +40,7 @@ String JsonAssetBase::GetData() const
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if (Data == nullptr)
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return String::Empty;
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PROFILE_CPU_NAMED("JsonAsset.GetData");
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PROFILE_MEM(ContentAssets);
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rapidjson_flax::StringBuffer buffer;
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OnGetData(buffer);
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return String((const char*)buffer.GetString(), (int32)buffer.GetSize());
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@@ -49,6 +51,7 @@ void JsonAssetBase::SetData(const StringView& value)
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if (!IsLoaded())
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return;
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PROFILE_CPU_NAMED("JsonAsset.SetData");
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PROFILE_MEM(ContentAssets);
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const StringAnsi dataJson(value);
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ScopeLock lock(Locker);
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const StringView dataTypeName = DataTypeName;
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@@ -60,6 +63,7 @@ void JsonAssetBase::SetData(const StringView& value)
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bool JsonAssetBase::Init(const StringView& dataTypeName, const StringAnsiView& dataJson)
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{
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PROFILE_MEM(ContentAssets);
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unload(true);
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DataTypeName = dataTypeName;
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DataEngineBuild = FLAXENGINE_VERSION_BUILD;
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@@ -239,6 +243,7 @@ Asset::LoadResult JsonAssetBase::loadAsset()
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{
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if (IsVirtual() || _isVirtualDocument)
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return LoadResult::Ok;
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PROFILE_MEM(ContentAssets);
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// Load data (raw json file in editor, cooked asset in build game)
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#if USE_EDITOR
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@@ -453,6 +458,7 @@ bool JsonAsset::CreateInstance()
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ScopeLock lock(Locker);
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if (Instance)
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return false;
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PROFILE_MEM(ContentAssets);
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// Try to scripting type for this data
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const StringAsANSI<> dataTypeNameAnsi(DataTypeName.Get(), DataTypeName.Length());
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