Add memory profiling events to the main areas of the engine
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@@ -9,6 +9,7 @@
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#include "Engine/Threading/JobSystem.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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ISceneRenderingListener::~ISceneRenderingListener()
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{
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@@ -41,6 +42,7 @@ FORCE_INLINE bool FrustumsListCull(const BoundingSphere& bounds, const Array<Bou
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void SceneRendering::Draw(RenderContextBatch& renderContextBatch, DrawCategory category)
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{
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PROFILE_MEM(Graphics);
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ScopeLock lock(Locker);
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if (category == PreRender)
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{
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@@ -143,6 +145,7 @@ void SceneRendering::AddActor(Actor* a, int32& key)
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{
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if (key != -1)
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return;
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PROFILE_MEM(Graphics);
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const int32 category = a->_drawCategory;
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ScopeLock lock(Locker);
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auto& list = Actors[category];
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@@ -214,6 +217,7 @@ void SceneRendering::RemoveActor(Actor* a, int32& key)
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void SceneRendering::DrawActorsJob(int32)
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{
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PROFILE_CPU();
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PROFILE_MEM(Graphics);
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auto& mainContext = _drawBatch->GetMainContext();
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const auto& view = mainContext.View;
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if (view.StaticFlagsMask != StaticFlags::None)
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