Add red color to Tracy profiler zones that cause CPU waiting to improve profiling
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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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