Пример #1
0
        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();
            }
        }
Пример #3
0
        void OnSnapshotReceived(string path, bool captureResult)
        {
            var args = new MemorySnapshotProcessingArgs();

            args.source = UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Load(path);

            m_snapshot = PackedMemorySnapshot.FromMemoryProfiler(args);
        }
Пример #4
0
        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;
            }
        }
Пример #6
0
        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;
            }
        }