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Add attributes to profiler wrappers to hide them in deep profiler #6702
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Add attributes to profiler wrappers to hide them in deep profiler #6702
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. SRP Core Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
It appears that you made a non-draft PR! |
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Welcome to the Unity SRP repo!
Please make sure to fill out the PR template as best you can to give reviewers as much information as possible.
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Adding @JulienIgnace-Unity to review and @Unity-Technologies/gfx-qa-hdrp to verify.
I'm not sure I understand why hiding these samplers in deep profiling mode fixes the problem, maybe Anton or Julien can explain? If it does fix it, and we see all the SRP brackets also in deep profiling mode, seems like a good change :)
@bandures please wait for the trunk fix to land, and then re-run the Safety Net yamato playlist, currently it fails to compile because the attribute doesn't exist yet. This job must be green before merging.
@JulienIgnace-Unity also can you confirm that backporting this is not necessary? To me at least it would seem like unnecessary hassle to do so since it depends on a trunk change. |
@arttu-peltonen yeah not sure we need to backport this unless requested. We'd need to have the C++ PR backported first anyway. |
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The change is pretty confined, trusting dev testing 🟢
…tracked-in-deep-profiling-mode
Purpose of this PR
Fix for https://fogbugz.unity3d.com/f/cases/1372769/
It adds attributes to profiler wrappers to hide them in deep profiler so that they don't break begin/end block for profiler markers. It uses a newly introduced attribute added in this PR https://ono.unity3d.com/unity/unity/pull-request/137412/_/profiler/bugfix/case1372769-calls-are-not-tracked-in-deep-profiling-mode
Testing status
Manually tested using HDRP project