/// <summary>Tick this enumerator to build the performance units.</summary> public IEnumerator BuildPerformanceUnits() { perfReports.Clear(); var c = compileUnits.Count; var s = 1f / Mathf.Max(1, c - 1); for (var i = 0; i < c; i++) { var unit = compileUnits[i]; progress.SetNormalizedProgress(s * i, "Building performance unit {0:D3} / {1:D3}", i + 1, c); var perf = new PerfReport { compiledfile = unit.compiledFile, rawReportFile = ShaderAnalysisUtils.GetTemporaryPerformanceReportFile(unit.compiledFile) }; perfReports.Add(perf); yield return(null); } }
/// <summary>Add a performance report.</summary> /// <param name="value">The report to add.</param> protected void AddPerfReport(PerfReport value) => perfReports.Add(value);