QUICK_SCOPE_CYCLE_COUNTER(STAT_FForwardShadingSceneRenderer_Render);
展开:
第一步:
#define QUICK_SCOPE_CYCLE_COUNTER(Stat) \
SCOPE_CYCLE_COUNTER_GUARD \
DECLARE_SCOPE_CYCLE_COUNTER(TEXT(#Stat),Stat,STATGROUP_Quick)
SCOPE_CYCLE_COUNTER_GUARD \
DECLARE_SCOPE_CYCLE_COUNTER(TEXT(#Stat),Stat,STATGROUP_Quick)
{const char* ReadTheText = "SCOPE_CYCLE_COUNTER can't be used in the global scope.";}
DECLARE_SCOPE_CYCLE_COUNTER("STAT_FForwardShadingSceneRenderer_Render",STAT_FForwardShadingSceneRenderer_Render,STATGROUP_Quick)
#define DECLARE_SCOPE_CYCLE_COUNTER(CounterName,Stat,GroupId) \
SCOPE_CYCLE_COUNTER_GUARD \
DECLARE_STAT(CounterName,Stat,GroupId,EStatDataType::ST_int64, true, true, FPlatformMemory::MCR_Invalid); \
static DEFINE_STAT(Stat) \
FScopeCycleCounter CycleCount_##Stat(GET_STATID(Stat));
第二步:
{const char* ReadTheText = "SCOPE_CYCLE_COUNTER can't be used in the global scope.";}
{const char* ReadTheText = "SCOPE_CYCLE_COUNTER can't be used in the global scope.";}
DECLARE_STAT("STAT_FForwardShadingSceneRenderer_Render",STAT_FForwardShadingSceneRenderer_Render,STATGROUP_Quick,EStatDataType::ST_int64, true, true, FPlatformMemory::MCR_Invalid); \
static DEFINE_STAT(STAT_FForwardShadingSceneRenderer_Render) \
FScopeCycleCounter CycleCount_STAT_FForwardShadingSceneRenderer_R