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68
RenderDll/Common/FrameProfilers-list.h
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68
RenderDll/Common/FrameProfilers-list.h
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// NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE
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// This is an inline file: it is meant to be included in multiple places
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// to generate code out of the PROFILER macro.
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// NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE
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// This is the list of per-frame profilers used in the renderer system
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// per-frame profilers: collect the infromation for each frame for
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// displaying statistics at the beginning of each frame
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PROFILER(Screen_Begin, "0Screen:Begin"); //
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PROFILER(Screen_Update, "0Screen:Update"); //
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PROFILER(State_Sorting, "0State:Sorting of RI"); //
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PROFILER(State_SortingDist, "0State:Dist Sorting of RI"); //
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PROFILER(State_LightStates, "0State:VLights"); //
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PROFILER(State_RStates, "0State:RenderStates"); //
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PROFILER(Draw_ObjSprites, "0Draw:ObjSprites"); //
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PROFILER(Objects_Changes, "0O.Objects:Change"); //
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PROFILER(Objects_ChangesSkinning, "1O.Objects:Skinning"); //
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PROFILER(Objects_ObjInvTransform, "1O.Objects:InvTransform"); //
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PROFILER(Texture_Changes, "0T0.Textures:Set"); //
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PROFILER(Texture_ChangesUpload, "1T0.Textures:Stream (Immediat)"); //
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PROFILER(Texture_Precache, "0Textures:PreloadPredict"); //
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PROFILER(Texture_LoadFromCache, "0T1.Textures:LoadFromCache"); //
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PROFILER(Texture_LoadFromCacheSync, "1T1.Textures:LoadFromCacheSync"); //
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PROFILER(Texture_LoadFromCacheASync, "1T1.Textures:LoadFromCacheASync"); //
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PROFILER(Texture_LoadFromCache_UploadSync, "1T1.Textures:UploadSync"); //
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PROFILER(Texture_AsyncUpload, "0Textures:AsyncUpload"); //
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PROFILER(Shader_PShaders, "0PS.Shader:PShaders"); //
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PROFILER(Shader_PShaderActivate, "1PS.Shader:PShaderActivate"); //
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PROFILER(Shader_PShadersParms, "1PS.Shader:PShaderParms"); //
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PROFILER(Shader_VShaders, "0VS.Shader:VShaders"); //
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PROFILER(Shader_VShaderActivate, "1VS.Shader:VShaderActivate"); //
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PROFILER(Shader_VShadersParms, "1VS.Shader:VShaderParms"); //
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PROFILER(Shader_VShadersMatr, "1VS.Shader:VShaderMatrices"); //
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PROFILER(Mesh_CheckUpdate, "0CU.Mesh:CheckUpdate"); //
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PROFILER(Mesh_CheckUpdateCreateGBuf, "1CU.Mesh:CreateGeneralBuf"); //
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PROFILER(Mesh_CheckUpdateUpdateGBuf, "1CU.Mesh:UpdateGeneralBuf"); //
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PROFILER(Mesh_CheckUpdateCreateSysTang, "1CU.Mesh:CreateSystemTangBuf"); //
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PROFILER(Mesh_CheckUpdateCreateTBuf, "1CU.Mesh:CreateTangentBuf"); //
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PROFILER(Mesh_CheckUpdateUpdateTBuf, "1CU.Mesh:UpdateTangentBuf"); //
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PROFILER(Mesh_CheckUpdateCreateLMBuf, "1CU.Mesh:CreateLMBuf"); //
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PROFILER(Mesh_CheckUpdateUpdateLMBuf, "1CU.Mesh:UpdateLMBuf"); //
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PROFILER(Mesh_CheckUpdateUpdateInds, "1CU.Mesh:UpdateInds"); //
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PROFILER(Mesh_CheckUpdateCallback, "1CU.Mesh:Callback"); //
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PROFILER(Mesh_CheckUpdateRecreateSystem, "1CU.Mesh:CreateSystemBuffer"); //
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PROFILER(Mesh_CheckUpdateSkinning, "1CU.Anim:Skinning"); //
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PROFILER(Mesh_CreateVBuffers, "0Mesh:CreateVBuffer"); //
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PROFILER(Mesh_CreateIBuffers, "0Mesh:CreateIBuffer"); //
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PROFILER(Mesh_UpdateVBuffers, "0V.Mesh:UpdateVBuffer"); //
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PROFILER(Mesh_UpdateVBuffersLock, "1V.Mesh:UpdateVBufferLock"); //
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PROFILER(Mesh_UpdateVBuffersCopy, "1V.Mesh:UpdateVBufferCopy"); //
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PROFILER(Mesh_UpdateVBuffersDynMerge, "1V.Mesh:UpdateVBufferDynMerge"); //
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PROFILER(Mesh_UpdateIBuffers, "0I.Mesh:UpdateIBuffer"); //
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PROFILER(Mesh_UpdateIBuffersLock, "1I.Mesh:UpdateIBufferLock"); //
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PROFILER(Mesh_UpdateIBuffersCopy, "1I.Mesh:UpdateIBufferCopy"); //
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PROFILER(Mesh_UpdateIBuffersDynMerge, "1I.Mesh:UpdateIBufferDynMerge"); //
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PROFILER(Mesh_REPrepare, "0PRRE.Mesh:Preparing of RE"); //
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PROFILER(Mesh_REPrepare_FlushOcleaf, "1PRRE.Mesh:Flush REOcleaf"); //
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PROFILER(Mesh_REPrepare_Ocleaf, "1PRRE.Mesh:Prepare REOcleaf"); //
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PROFILER(Mesh_REPrepare_Flush3DPoly, "1PRRE.Mesh:Flush 3DPoly"); //
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PROFILER(Mesh_REPrepare_3DPoly, "1PRRE.Mesh:Prepare 3DPoly"); //
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PROFILER(Draw_Predraw, "0Draw:Predraw"); //
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PROFILER(Draw_IndexMesh, "0Draw:IndexedMesh"); //
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PROFILER(Draw_EFIndexMesh, "0Draw:ShaderIndexedMesh"); //
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PROFILER(Draw_2DImage, "0Draw:2DImage"); //
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PROFILER(Prep_PrepareDepthMap, "0Prep:PrepareDepthMap");
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