void OnHeapReceivedSaveOnly(UnityEditor.MemoryProfiler.PackedMemorySnapshot snapshot) { UnityEditor.MemoryProfiler.MemorySnapshot.OnSnapshotReceived -= OnHeapReceivedSaveOnly; EditorUtility.DisplayProgressBar(HeGlobals.k_Title, "Saving memory...", 0.5f); try { var args = new MemorySnapshotProcessingArgs(); args.source = snapshot; args.excludeNativeFromConnections = excludeNativeFromConnections; var heap = PackedMemorySnapshot.FromMemoryProfiler(args); heap.SaveToFile(autoSavePath); HeMruFiles.AddPath(autoSavePath); ShowNotification(new GUIContent(string.Format("Memory snapshot saved as\n'{0}'", autoSavePath))); } catch { m_CloseDueToError = true; throw; } finally { m_IsCapturing = false; m_Repaint = true; EditorUtility.ClearProgressBar(); } }
void OnHeapReceivedSaveOnly(string path, bool captureResult) { EditorUtility.DisplayProgressBar(HeGlobals.k_Title, "Saving memory...", 0.5f); try { var args = new MemorySnapshotProcessingArgs(); args.source = UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Load(path); var heap = PackedMemorySnapshot.FromMemoryProfiler(args); heap.SaveToFile(autoSavePath); HeMruFiles.AddPath(autoSavePath); ShowNotification(new GUIContent(string.Format("Memory snapshot saved as\n'{0}'", autoSavePath))); } catch { m_CloseDueToError = true; throw; } finally { m_IsCapturing = false; m_Repaint = true; EditorUtility.ClearProgressBar(); } }
void OnSnapshotReceived(string path, bool captureResult) { var args = new MemorySnapshotProcessingArgs(); args.source = UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Load(path); m_snapshot = PackedMemorySnapshot.FromMemoryProfiler(args); }
void OnSnapshotReceived(UnityEditor.MemoryProfiler.PackedMemorySnapshot snapshot) { UnityEditor.MemoryProfiler.MemorySnapshot.OnSnapshotReceived -= OnSnapshotReceived; var args = new MemorySnapshotProcessingArgs(); args.source = snapshot; args.excludeNativeFromConnections = false; m_snapshot = PackedMemorySnapshot.FromMemoryProfiler(args); }
void ReceiveHeapThreaded(object userData) { var args = new MemorySnapshotProcessingArgs(); args.source = userData as UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot; try { m_Heap = PackedMemorySnapshot.FromMemoryProfiler(args); m_Heap.Initialize(); } catch { m_CloseDueToError = true; throw; } }
void ReceiveHeapThreaded(object userData) { var args = new MemorySnapshotProcessingArgs(); args.source = userData as UnityEditor.MemoryProfiler.PackedMemorySnapshot; args.excludeNativeFromConnections = excludeNativeFromConnections; try { m_Heap = PackedMemorySnapshot.FromMemoryProfiler(args); m_Heap.Initialize(); } catch { m_CloseDueToError = true; throw; } }