// NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE // This is an inline file: it is meant to be included in multiple places // to generate code out of the PROFILER macro. // NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE // This is the list of per-frame profilers used in the char animation system // per-frame profilers: collect the infromation for each frame for // displaying statistics at the beginning of each frame PROFILER(CharacterUpdate_Total, "TOTAL Up"); // total character update PROFILER(CharacterUpdate, "Up"); // total character update PROFILER(AllCallbacks, "?:Callbacks"); // all callbacks the animation system makes PROFILER(BoneUpdate, "Up:Bones"); // bone matrices update from the animations PROFILER(AnimationUpdate, "Up:Anim"); // animation effector update, including all callback times PROFILER(ModelDeform_Total, "TOTAL Deform"); // normal skinning, including decal realization PROFILER(ModelDeform, "Deform"); // normal skinning, including decal realization PROFILER(ModelDeformVideoMemCopy, "Deform:Video:Copy"); // copying to videomemory and updating buffers PROFILER(PureSkin, "?:skin"); // the pure skinning PROFILER(ModelShadow_Total, "TOTAL Shadow"); PROFILER(ModelShadowDeform, "Shadow:Deform"); // skinning/extruding for shadow volume, PROFILER(ModelShadowVideoAlloc, "Shadow:Video:Alloc"); // skinning for shadow volume PROFILER(ModelShadowVideoUpdate, "Shadow:Video:Copy"); // skinning for shadow volume PROFILER(ModelShadowBoundObjects, "Shadow:BndObj"); // skinning for shadow volume PROFILER(BBoxUpdate, "?:BBox"); // all calls to BBox PROFILER(CharacterPhysicsUpdate, "PhUp"); // physics update on ICryChar level /* PROFILER(Temp1,"Temp1"); PROFILER(Temp2,"Temp2"); PROFILER(Temp3,"Temp3"); PROFILER(Reserved1,"Reserved1"); PROFILER(Reserved2,"Reserved2"); PROFILER(Reserved3,"Reserved3"); */