#include "tracing/categories.h" namespace tracing { Category::Category(const char* name, bool is_graphics) : _name(name), _graphics_category(is_graphics) { } const char* Category::getName() const { return _name.c_str(); } bool Category::usesGPUCounter() const { return _graphics_category; } Category LuaOnFrame("LUA On Frame", true); Category LuaHooks("LUA hooks", true); Category DrawSceneTexture("Draw scene texture", true); Category UpdateDistortion("Update distortion", true); Category SceneTextureBegin("Scene texture begin", true); Category SceneTextureEnd("Scene texture end", true); Category Tonemapping("Tonemapping", true); Category Bloom("Bloom", true); Category BloomBrightPass("Bloom bright pass", true); Category BloomIterationStep("Bloom iteration step", true); Category BloomCompositeStep("Bloom composite step", true); Category FXAA("FXAA", true); Category SMAA("SMAA", true); Category SMAAEdgeDetection("SMAA Edge Detection", true); Category SMAACalculateBlendingWeights("SMAA Calculate BLending Weights", true); Category SMAANeighborhoodBlending("SMAA Neighborhood Blending", true); Category SMAAResolve("SMAA Resolve", true); Category Lightshafts("Lightshafts", true); Category DrawPostEffects("Draw post effects", true); Category RenderBatchItem("Render batch item", true); Category RenderBatchBuffer("Render batch buffer", true); Category LoadBatchingBuffers("Load batching buffers", true); Category SortColliders("Sort Colliders", false); Category FindOverlapColliders("Find overlap colliders", false); Category CollidePair("Collide Pair", false); Category RetimeCollisionCache("Retime Collision Cache", false); Category WeaponPostMove("Weapon post move", false); Category ShipPostMove("Ship post move", false); Category FireballPostMove("Fireball post move", false); Category DebrisPostMove("Debris post move", false); Category AsteroidPostMove("Asteroid post move", false); Category PreMove("Pre Move", false); Category Physics("Physics", false); Category PostMove("Post Move", false); Category CollisionDetection("Collision Detection", false); Category RenderBuffer("Render Buffer", true); Category QueueRender("Queue Render", false); Category BuildModelUniforms("Build Model Uniforms", false); Category UploadModelUniforms("Upload Model Uniforms", true); Category SubmitDraws("Submit Draws", true); Category ApplyLights("Apply Lights", true); Category DrawEffects("Draw Effects", true); Category SetupNebula("Setup Nebula", true); Category DrawPoofs("Draw Poofs", true); Category DrawStars("Draw Stars", true); Category DrawShields("Draw Shields", true); Category DrawBeams("Draw Beams", true); Category DrawStarfield("Draw Starfield", true); Category DrawMotionDebris("Draw Motion debris", true); Category DrawBackground("Draw Background", true); Category DrawSuns("Draw Suns", true); Category DrawBitmaps("Draw Bitmaps", true); Category SunspotProcess("Process Sunspots", true); Category RepeatingEvents("Repeating events", false); Category NonrepeatingEvents("Nonrepeating events", false); Category ParticlesRenderAll("Render particles", true); Category ParticlesMoveAll("Move particles", false); Category EnvironmentMapping("Environment Mapping", true); Category BuildShadowMap("Build Shadow Map", true); Category RenderScene("Render scene", true); Category RenderTrails("Render trails", true); Category MoveObjects("Move Objects", false); Category ProcessParticleEffects("Process particle effects", false); Category TrailsMoveAll("Trails move all", false); Category Simulation("Simulation", false); Category RenderMainFrame("Render frame", true); Category RenderHUD("Render HUD", true); Category RenderHUDHook("Render HUD Scripting Hook", true); Category RenderHUDGauge("Render HUD Gauge", true); Category RenderTargetingBracket("Render Target bracket", true); Category RenderNavBracket("Render Nav bracket", true); Category MainFrame("Main Frame", true); Category PageFlip("Page flip", true); Category Volumetrics("Volumetrics", true); Category NanoVGFlushFrame("NanoVG flush frame", true); Category NanoVGDrawFill("NanoVG Draw fill", true); Category NanoVGDrawConvexFill("NanoVG Draw convex fill", true); Category NanoVGDrawStroke("NanoVG Draw stroke", true); Category NanoVGDrawTriangles("NanoVG Draw Triangles", true); Category LineDrawListFlush("Line draw list flush", true); Category CutsceneStep("Cutscene step", true); Category CutsceneDrawVideoFrame("Draw cutscene frame", true); Category CutsceneProcessDecoder("Process decoder data", false); Category CutsceneProcessVideoData("Process video data", true); Category CutsceneProcessAudioData("Process audio data", false); Category CutsceneFFmpegVideoDecoder("FFmpeg decode video", false); Category CutsceneFFmpegAudioDecoder("FFmpeg decode audio", false); Category RocketCompileGeometry("Rocket compile geometry", true); Category RocketRenderCompiledGeometry("Rocket render compiled geometry", true); Category RocketLoadTexture("Rocket load texture", true); Category RocketGenerateTexture("Rocket generate texture", true); Category RocketRenderGeometry("Rocket render geometry", true); Category LoadMissionLoad("Load mission", false); Category LoadPostMissionLoad("Mission load post processing", false); Category LoadModelFile("Load model file", false); Category ReadModelFile("Read model file", false); Category ModelCreateVertexBuffers("Create model vertex buffers", false); Category ModelParseAllBSPTrees("Parse all BSP trees", false); Category ModelParseBSPTree("Parse BSP tree", false); Category ModelConfigureVertexBuffers("Model configure vertex buffers", false); Category ModelCreateTransparencyIndexBuffer("Model create transparency buffer", false); Category ModelCreateDetailIndexBuffers("Model create detail index buffers", false); Category PreloadMissionSounds("Preload mission sounds", false); Category LoadSound("Load Sound", false); Category LevelPageIn("Level page in", false); Category PageInStop("Finish page in", false); Category PageInSingleBitmap("Page in single bitmap", false); Category ShipPageIn("Ship page in", false); Category WeaponPageIn("Weapon page in", false); Category RenderDecals("Render all decals", true); Category RenderSingleDecal("Render single decal", true); Category GpuHeapAllocate("GPU heap allocate", false); Category GpuHeapDeallocate("GPU heap deallocate", false); Category ProgramStepOne("Step one program", false); }