Add memory profiling events to the main areas of the engine

This commit is contained in:
Wojtek Figat
2025-05-22 04:47:01 +02:00
parent 32bc73610f
commit c639a3103c
101 changed files with 502 additions and 17 deletions

View File

@@ -6,6 +6,7 @@
#include "Engine/Content/Deprecated.h"
#include "Engine/Serialization/JsonTools.h"
#include "Engine/Serialization/Serialization.h"
#include "Engine/Profiler/ProfilerMemory.h"
#include "Engine/Level/Scene/SceneRendering.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Engine/Time.h"
@@ -380,6 +381,7 @@ void ParticleEffect::Sync()
Instance.ClearState();
return;
}
PROFILE_MEM(Particles);
Instance.Sync(system);
@@ -498,6 +500,7 @@ void ParticleEffect::CacheModifiedParameters()
{
if (_parameters.IsEmpty())
return;
PROFILE_MEM(Particles);
_parametersOverrides.Clear();
auto& parameters = GetParameters();
for (auto& param : parameters)
@@ -516,6 +519,7 @@ void ParticleEffect::ApplyModifiedParameters()
{
if (_parametersOverrides.IsEmpty())
return;
PROFILE_MEM(Particles);
// Parameters getter applies the parameters overrides
if (_parameters.IsEmpty())
@@ -658,6 +662,7 @@ void ParticleEffect::Deserialize(DeserializeStream& stream, ISerializeModifier*
// Base
Actor::Deserialize(stream, modifier);
PROFILE_MEM(Particles);
const auto overridesMember = stream.FindMember("Overrides");
if (overridesMember != stream.MemberEnd())
{