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

@@ -2,7 +2,7 @@
#include "absl/status/status.h"
#include "absl/strings/str_cat.h"
#include "app/core/performance_monitor.h"
#include "app/gfx/performance_profiler.h"
#include "app/gfx/snes_palette.h"
#include "app/gui/color.h"
#include "imgui/imgui.h"
@@ -189,7 +189,7 @@ absl::Status DisplayPalette(gfx::SnesPalette& palette, bool loaded) {
void PaletteEditor::Initialize() {}
absl::Status PaletteEditor::Load() {
core::ScopedTimer timer("PaletteEditor::Load");
gfx::ScopedTimer timer("PaletteEditor::Load");
if (rom()->is_loaded()) {
// Initialize the labels

View File

@@ -6,7 +6,7 @@
#include "absl/strings/str_format.h"
#include "absl/strings/string_view.h"
#include "app/core/performance_monitor.h"
#include "app/gfx/performance_profiler.h"
#include "app/core/platform/file_dialog.h"
#include "app/core/window.h"
#include "app/gfx/arena.h"
@@ -32,7 +32,7 @@ constexpr uint32_t kRedPen = 0xFF0000FF;
void ScreenEditor::Initialize() {}
absl::Status ScreenEditor::Load() {
core::ScopedTimer timer("ScreenEditor::Load");
gfx::ScopedTimer timer("ScreenEditor::Load");
ASSIGN_OR_RETURN(dungeon_maps_,
zelda3::LoadDungeonMaps(*rom(), dungeon_map_labels_));
@@ -165,7 +165,7 @@ void ScreenEditor::DrawInventoryToolset() {
}
void ScreenEditor::DrawDungeonMapScreen(int i) {
core::ScopedTimer timer("screen_editor_draw_dungeon_map_screen");
gfx::ScopedTimer timer("screen_editor_draw_dungeon_map_screen");
auto& current_dungeon = dungeon_maps_[selected_dungeon];
@@ -318,7 +318,7 @@ void ScreenEditor::DrawDungeonMapsTabs() {
* - Lazy loading of tile graphics data
*/
void ScreenEditor::DrawDungeonMapsRoomGfx() {
core::ScopedTimer timer("screen_editor_draw_dungeon_maps_room_gfx");
gfx::ScopedTimer timer("screen_editor_draw_dungeon_maps_room_gfx");
if (ImGui::BeginChild("##DungeonMapTiles", ImVec2(0, 0), true)) {
// Enhanced tilesheet canvas with improved tile selection