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.
This commit is contained in:
scawful
2025-09-29 20:30:31 -04:00
parent 62230fbe5c
commit 100fc23a2e
17 changed files with 49 additions and 77 deletions

View File

@@ -1,7 +1,7 @@
#include "dungeon_editor.h"
#include "absl/strings/str_format.h"
#include "app/core/performance_monitor.h"
#include "app/gfx/performance_profiler.h"
#include "app/core/window.h"
#include "app/gfx/arena.h"
#include "app/gfx/snes_palette.h"
@@ -47,7 +47,7 @@ void DungeonEditor::Initialize() {
}
absl::Status DungeonEditor::Load() {
core::ScopedTimer timer("DungeonEditor::Load");
gfx::ScopedTimer timer("DungeonEditor::Load");
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
@@ -57,18 +57,18 @@ absl::Status DungeonEditor::Load() {
// Use room loader component for loading rooms
{
core::ScopedTimer rooms_timer("DungeonEditor::LoadAllRooms");
gfx::ScopedTimer rooms_timer("DungeonEditor::LoadAllRooms");
RETURN_IF_ERROR(room_loader_.LoadAllRooms(rooms_));
}
{
core::ScopedTimer entrances_timer("DungeonEditor::LoadRoomEntrances");
gfx::ScopedTimer entrances_timer("DungeonEditor::LoadRoomEntrances");
RETURN_IF_ERROR(room_loader_.LoadRoomEntrances(entrances_));
}
// Load the palette group and palette for the dungeon
{
core::ScopedTimer palette_timer("DungeonEditor::LoadPalettes");
gfx::ScopedTimer palette_timer("DungeonEditor::LoadPalettes");
full_palette_ = dungeon_man_pal_group[current_palette_group_id_];
ASSIGN_OR_RETURN(current_palette_group_,
gfx::CreatePaletteGroupFromLargePalette(full_palette_));
@@ -76,13 +76,13 @@ absl::Status DungeonEditor::Load() {
// Calculate usage statistics
{
core::ScopedTimer usage_timer("DungeonEditor::CalculateUsageStats");
gfx::ScopedTimer usage_timer("DungeonEditor::CalculateUsageStats");
usage_tracker_.CalculateUsageStats(rooms_);
}
// Initialize the new editor system
{
core::ScopedTimer init_timer("DungeonEditor::InitializeSystem");
gfx::ScopedTimer init_timer("DungeonEditor::InitializeSystem");
if (dungeon_editor_system_) {
auto status = dungeon_editor_system_->Initialize();
if (!status.ok()) {