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Update profiler graphs drawing routine to use GameString
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02f633df55
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@ -794,7 +794,7 @@ void RWGame::renderProfile() {
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}
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}
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float xscale = renderer->getRenderer()->getViewport().x / upperlimit;
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float xscale = renderer.getRenderer()->getViewport().x / upperlimit;
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TextRenderer::TextInfo ti;
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ti.align = TextRenderer::TextInfo::Left;
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ti.font = 2;
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@ -806,21 +806,21 @@ void RWGame::renderProfile() {
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for (auto& event : entry.childProfiles) {
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auto duration = event.end - event.start;
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float y = 60.f + (depth * (lineHeight + 5.f));
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renderer->drawColour(
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renderer.drawColour(
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perf_colours[(std::hash<std::string>()(entry.label) * (g++)) %
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perf_colours.size()],
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{xscale * event.start, y, xscale * duration, lineHeight});
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ti.screenPosition.x = xscale * (event.start);
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ti.screenPosition.y = y + 2.f;
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ti.text = event.label + " " + std::to_string(duration) + " us ";
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renderer->text.renderText(ti);
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ti.text = GameStringUtil::fromString(event.label + " " + std::to_string(duration) + " us ");
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renderer.text.renderText(ti);
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renderEntry(event, depth + 1);
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}
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};
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renderEntry(frame, 0);
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ti.screenPosition = glm::vec2(xscale * (16000), 40.f);
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ti.text = ".16 ms";
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renderer->text.renderText(ti);
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ti.text = GameStringUtil::fromString(".16 ms");
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renderer.text.renderText(ti);
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#endif
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}
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