Add red color to Tracy profiler zones that cause CPU waiting to improve profiling
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@@ -494,6 +494,9 @@ bool Asset::WaitForLoaded(double timeoutInMilliseconds) const
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}
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PROFILE_CPU();
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ZoneColor(TracyWaitZoneColor);
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const StringView path(GetPath());
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ZoneText(*path, path.Length());
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Content::WaitForTask(loadingTask, timeoutInMilliseconds);
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@@ -1128,6 +1128,8 @@ void Content::WaitForTask(ContentLoadTask* loadingTask, double timeoutInMillisec
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localQueue.Clear();
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}
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PROFILE_CPU_NAMED("Inline");
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ZoneColor(0xffaaaaaa);
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thread->Run(tmp);
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}
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else
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@@ -3,11 +3,12 @@
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#if GRAPHICS_API_DIRECTX11
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#include "GPUSwapChainDX11.h"
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#include "GPUContextDX11.h"
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#include "Engine/Platform/Window.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/GraphicsDevice/DirectX/RenderToolsDX.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#include "GPUContextDX11.h"
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GPUSwapChainDX11::GPUSwapChainDX11(GPUDeviceDX11* device, Window* window)
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: GPUResourceDX11(device, StringView::Empty)
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@@ -140,6 +141,9 @@ GPUTextureView* GPUSwapChainDX11::GetBackBufferView()
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void GPUSwapChainDX11::Present(bool vsync)
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{
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PROFILE_CPU();
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ZoneColor(TracyWaitZoneColor);
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// Present frame
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ASSERT(_swapChain);
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UINT presentFlags = 0;
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@@ -6,6 +6,7 @@
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#include "GPUDeviceDX12.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/GraphicsDevice/DirectX/RenderToolsDX.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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FenceDX12::FenceDX12(GPUDeviceDX12* device)
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: _currentValue(1)
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@@ -64,12 +65,12 @@ void FenceDX12::WaitCPU(uint64 value)
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{
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if (IsFenceComplete(value))
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return;
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PROFILE_CPU();
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ZoneColor(TracyWaitZoneColor);
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ScopeLock lock(_locker);
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_fence->SetEventOnCompletion(value, _event);
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WaitForSingleObject(_event, INFINITE);
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_lastCompletedValue = _fence->GetCompletedValue();
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}
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@@ -6,6 +6,7 @@
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#include "GPUContextDX12.h"
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#include "../IncludeDirectXHeaders.h"
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#include "Engine/GraphicsDevice/DirectX/RenderToolsDX.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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void BackBufferDX12::Setup(GPUSwapChainDX12* window, ID3D12Resource* backbuffer)
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@@ -364,6 +365,8 @@ void GPUSwapChainDX12::End(RenderTask* task)
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void GPUSwapChainDX12::Present(bool vsync)
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{
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PROFILE_CPU();
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ZoneColor(TracyWaitZoneColor);
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#if PLATFORM_XBOX_SCARLETT || PLATFORM_XBOX_ONE
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ID3D12Resource* backBuffer = _backBuffers[_currentFrameIndex].GetResource();
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D3D12XBOX_PRESENT_PLANE_PARAMETERS planeParameters = {};
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@@ -2094,6 +2094,7 @@ void GPUDeviceVulkan::WaitForGPU()
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if (Device != VK_NULL_HANDLE)
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{
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PROFILE_CPU();
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ZoneColor(TracyWaitZoneColor);
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VALIDATE_VULKAN_RESULT(vkDeviceWaitIdle(Device));
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}
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}
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@@ -553,6 +553,7 @@ void GPUSwapChainVulkan::Present(bool vsync)
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if (_acquiredImageIndex == -1)
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return;
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PROFILE_CPU();
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ZoneColor(TracyWaitZoneColor);
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// Ensure that backbuffer has been acquired before presenting it to the window
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const auto backBuffer = (GPUTextureViewVulkan*)GetBackBufferView();
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@@ -412,3 +412,6 @@ struct TIsPODType<ProfilerCPU::Event>
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#define PROFILE_CPU_ACTOR(actor)
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#endif
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// CPU-wait zones can be marked with red color for better readability
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#define TracyWaitZoneColor 0xba1904
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@@ -385,6 +385,7 @@ void JobSystem::Wait(int64 label)
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{
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#if JOB_SYSTEM_ENABLED
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PROFILE_CPU();
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ZoneColor(TracyWaitZoneColor);
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while (Platform::AtomicRead(&ExitFlag) == 0)
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{
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@@ -40,6 +40,7 @@ void Task::Cancel()
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bool Task::Wait(double timeoutMilliseconds) const
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{
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PROFILE_CPU();
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ZoneColor(TracyWaitZoneColor);
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const double startTime = Platform::GetTimeSeconds();
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// TODO: no active waiting! use a semaphore!
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@@ -76,6 +77,7 @@ bool Task::Wait(double timeoutMilliseconds) const
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bool Task::WaitAll(const Span<Task*>& tasks, double timeoutMilliseconds)
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{
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PROFILE_CPU();
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ZoneColor(TracyWaitZoneColor);
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for (int32 i = 0; i < tasks.Length(); i++)
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{
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if (tasks[i]->Wait())
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