Remove PerformanceMonitor and update references to PerformanceProfiler
- Deleted the PerformanceMonitor implementation and header files as functionality has been fully integrated into gfx::PerformanceProfiler. - Updated all relevant source files to replace PerformanceMonitor and ScopedTimer with their gfx counterparts, ensuring consistent performance monitoring across the application.
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@@ -1,7 +1,7 @@
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#include "dungeon_editor.h"
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#include "absl/strings/str_format.h"
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#include "app/core/performance_monitor.h"
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#include "app/gfx/performance_profiler.h"
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#include "app/core/window.h"
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#include "app/gfx/arena.h"
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#include "app/gfx/snes_palette.h"
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@@ -47,7 +47,7 @@ void DungeonEditor::Initialize() {
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}
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absl::Status DungeonEditor::Load() {
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core::ScopedTimer timer("DungeonEditor::Load");
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gfx::ScopedTimer timer("DungeonEditor::Load");
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if (!rom_ || !rom_->is_loaded()) {
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return absl::FailedPreconditionError("ROM not loaded");
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@@ -57,18 +57,18 @@ absl::Status DungeonEditor::Load() {
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// Use room loader component for loading rooms
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{
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core::ScopedTimer rooms_timer("DungeonEditor::LoadAllRooms");
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gfx::ScopedTimer rooms_timer("DungeonEditor::LoadAllRooms");
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RETURN_IF_ERROR(room_loader_.LoadAllRooms(rooms_));
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}
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{
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core::ScopedTimer entrances_timer("DungeonEditor::LoadRoomEntrances");
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gfx::ScopedTimer entrances_timer("DungeonEditor::LoadRoomEntrances");
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RETURN_IF_ERROR(room_loader_.LoadRoomEntrances(entrances_));
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}
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// Load the palette group and palette for the dungeon
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{
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core::ScopedTimer palette_timer("DungeonEditor::LoadPalettes");
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gfx::ScopedTimer palette_timer("DungeonEditor::LoadPalettes");
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full_palette_ = dungeon_man_pal_group[current_palette_group_id_];
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ASSIGN_OR_RETURN(current_palette_group_,
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gfx::CreatePaletteGroupFromLargePalette(full_palette_));
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@@ -76,13 +76,13 @@ absl::Status DungeonEditor::Load() {
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// Calculate usage statistics
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{
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core::ScopedTimer usage_timer("DungeonEditor::CalculateUsageStats");
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gfx::ScopedTimer usage_timer("DungeonEditor::CalculateUsageStats");
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usage_tracker_.CalculateUsageStats(rooms_);
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}
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// Initialize the new editor system
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{
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core::ScopedTimer init_timer("DungeonEditor::InitializeSystem");
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gfx::ScopedTimer init_timer("DungeonEditor::InitializeSystem");
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if (dungeon_editor_system_) {
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auto status = dungeon_editor_system_->Initialize();
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if (!status.ok()) {
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