551 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			551 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C#
		
	
	
	
//#define LOGGING
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#if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1
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#define LEGACY_UI
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#endif
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namespace SRDebugger.UI.Controls
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{
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    using System.Collections.Generic;
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    using Services;
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    using SRF;
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    using SRF.Service;
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    using UnityEngine;
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    using UnityEngine.UI;
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    [ExecuteInEditMode]
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    [RequireComponent(typeof (RectTransform))]
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    [RequireComponent(typeof (CanvasRenderer))]
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    public class ProfilerGraphControl : Graphic
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    {
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        public enum VerticalAlignments
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        {
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            Top,
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            Bottom
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        }
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        public VerticalAlignments VerticalAlignment = VerticalAlignments.Bottom;
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        private static readonly float[] ScaleSteps =
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        {
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            1f/200f,
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            1f/160f,
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            1f/120f,
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            1f/100f,
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            1f/60f,
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            1f/30f,
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            1f/20f,
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            1f/12f,
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            1f/6f
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        };
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        /// <summary>
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        /// Resize the y-axis to fit the nearest useful fps value
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        /// </summary>
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        public bool FloatingScale;
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        /// <summary>
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        /// If not using FloatingScale, use the target FPS set by Application.targetFrameRate for TargetFps
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        /// </summary>
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        public bool TargetFpsUseApplication;
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        /// <summary>
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        /// Toggle drawing of the various axes
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        /// </summary>
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        public bool DrawAxes = true;
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        /// <summary>
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        /// If FloatingScale is disabled, use this value to determine y-axis
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        /// </summary>
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        public int TargetFps = 60;
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        public bool Clip = true;
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        public const float DataPointMargin = 2f;
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        public const float DataPointVerticalMargin = 2f;
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        public const float DataPointWidth = 4f;
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        public int VerticalPadding = 10;
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        public const int LineCount = 3;
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        public Color[] LineColours = new Color[0];
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        private IProfilerService _profilerService;
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        private ProfilerGraphAxisLabel[] _axisLabels;
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        private Rect _clipBounds;
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#if LEGACY_UI
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        private List<UIVertex> _vbo;
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#else
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        private readonly List<Vector3> _meshVertices = new List<Vector3>();
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        private readonly List<Color32> _meshVertexColors = new List<Color32>();
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        private readonly List<int> _meshTriangles = new List<int>();
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#endif
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        protected override void Awake()
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        {
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            base.Awake();
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            _profilerService = SRServiceManager.GetService<IProfilerService>();
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        }
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        protected override void Start()
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        {
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            base.Start();
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        }
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        protected void Update()
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        {
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            SetVerticesDirty();
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        }
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#if LEGACY_UI
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        protected override void OnFillVBO(List<UIVertex> vbo)
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#else
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        [System.ObsoleteAttribute]
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        protected override void OnPopulateMesh(Mesh m)
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#endif
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        {
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#if LEGACY_UI
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            _vbo = vbo;
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#else
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            _meshVertices.Clear();
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            _meshVertexColors.Clear();
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            _meshTriangles.Clear();
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#endif
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#if LOGGING
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			if(!Application.isPlaying)
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				Debug.Log("Draw");
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#endif
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            var graphWidth = rectTransform.rect.width;
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            var graphHeight = rectTransform.rect.height;
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            _clipBounds = new Rect(0, 0, graphWidth, graphHeight);
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            var targetFps = TargetFps;
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            if (Application.isPlaying && TargetFpsUseApplication && Application.targetFrameRate > 0)
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            {
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                targetFps = Application.targetFrameRate;
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            }
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            var maxValue = 1f/targetFps;
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            // Holds the index of the nearest 'useful' FPS step
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            var fpsStep = -1;
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            var maxFrameTime = FloatingScale ? CalculateMaxFrameTime() : 1f/targetFps;
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            if (FloatingScale)
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            {
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                for (var i = 0; i < ScaleSteps.Length; i++)
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                {
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                    var step = ScaleSteps[i];
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                    if (maxFrameTime < step*1.1f)
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                    {
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                        maxValue = step;
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                        fpsStep = i;
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                        break;
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                    }
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                }
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                // Fall back on the largest one
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                if (fpsStep < 0)
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                {
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                    fpsStep = ScaleSteps.Length - 1;
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                    maxValue = ScaleSteps[fpsStep];
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                }
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            }
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            else
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            {
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                // Search for the next scale step after the user-provided step
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                for (var i = 0; i < ScaleSteps.Length; i++)
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                {
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                    var step = ScaleSteps[i];
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                    if (maxFrameTime > step)
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                    {
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                        fpsStep = i;
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                    }
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                }
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            }
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            var verticalScale = (graphHeight - (VerticalPadding*2))/maxValue;
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            // Number of data points that can fit into the graph space
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            var availableDataPoints = CalculateVisibleDataPointCount();
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            // Reallocate vertex array if insufficient length (or not yet created)
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            var sampleCount = GetFrameBufferCurrentSize();
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            for (var i = 0; i < sampleCount; i++)
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            {
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                // Break loop if all visible data points have been drawn
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                if (i >= availableDataPoints)
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                {
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                    break;
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                }
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                // When using right-alignment, read from the end of the profiler buffer
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                var frame = GetFrame(sampleCount - i - 1);
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                // Left-hand x coord
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                var lx = graphWidth - DataPointWidth*i - DataPointWidth - graphWidth/2f;
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                DrawDataPoint(lx, verticalScale, frame);
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            }
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            if (DrawAxes)
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            {
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                if (!FloatingScale)
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                {
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                    DrawAxis(maxValue, maxValue*verticalScale, GetAxisLabel(0));
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                }
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                var axisCount = 2;
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                var j = 0;
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                if (!FloatingScale)
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                {
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                    j++;
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                }
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                for (var i = fpsStep; i >= 0; --i)
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                {
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                    if (j >= axisCount)
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                    {
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                        break;
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                    }
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                    DrawAxis(ScaleSteps[i], ScaleSteps[i]*verticalScale, GetAxisLabel(j));
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                    ++j;
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                }
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            }
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#if !LEGACY_UI
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            m.Clear();
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            m.SetVertices(_meshVertices);
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            m.SetColors(_meshVertexColors);
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            m.SetTriangles(_meshTriangles, 0);
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#endif
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        }
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        protected void DrawDataPoint(float xPosition, float verticalScale, ProfilerFrame frame)
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        {
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            // Right-hand x-coord
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            var rx = Mathf.Min(_clipBounds.width/2f, xPosition + DataPointWidth - DataPointMargin);
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            var currentLineHeight = 0f;
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            for (var j = 0; j < LineCount; j++)
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            {
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                var lineIndex = j;
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                var value = 0f;
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                if (j == 0)
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                {
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                    value = (float) frame.UpdateTime;
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                }
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                else if (j == 1)
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                {
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                    value = (float) frame.RenderTime;
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                }
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                else if (j == 2)
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                {
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                    value = (float) frame.OtherTime;
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                }
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                value *= verticalScale;
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                if (value.ApproxZero() || value - DataPointVerticalMargin*2f < 0f)
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                {
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                    continue;
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                }
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                // Lower y-coord
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                var ly = currentLineHeight + DataPointVerticalMargin - rectTransform.rect.height/2f;
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                if (VerticalAlignment == VerticalAlignments.Top)
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                {
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                    ly = rectTransform.rect.height/2f - currentLineHeight - DataPointVerticalMargin;
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                }
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                // Upper y-coord
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                var uy = ly + value - DataPointVerticalMargin;
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                if (VerticalAlignment == VerticalAlignments.Top)
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                {
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                    uy = ly - value + DataPointVerticalMargin;
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                }
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                var c = LineColours[lineIndex];
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                AddRect(new Vector3(Mathf.Max(-_clipBounds.width/2f, xPosition), ly),
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                    new Vector3(Mathf.Max(-_clipBounds.width/2f, xPosition), uy), new Vector3(rx, uy),
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                    new Vector3(rx, ly), c);
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                currentLineHeight += value;
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            }
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        }
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        protected void DrawAxis(float frameTime, float yPosition, ProfilerGraphAxisLabel label)
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        {
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#if LOGGING
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			if(!Application.isPlaying)
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				Debug.Log("Draw Axis: {0}".Fmt(yPosition));
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#endif
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            var lx = -rectTransform.rect.width*0.5f;
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            var rx = -lx;
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            var uy = yPosition - rectTransform.rect.height*0.5f + 0.5f;
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            var ly = yPosition - rectTransform.rect.height*0.5f - 0.5f;
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            var c = new Color(1f, 1f, 1f, 0.4f);
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            AddRect(new Vector3(lx, ly), new Vector3(lx, uy), new Vector3(rx, uy), new Vector3(rx, ly), c);
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            if (label != null)
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            {
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                label.SetValue(frameTime, yPosition);
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            }
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        }
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        protected void AddRect(Vector3 tl, Vector3 tr, Vector3 bl, Vector3 br, Color c)
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        {
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#if LEGACY_UI
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            var v = UIVertex.simpleVert;
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            v.color = c;
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            v.position = tl;
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            _vbo.Add(v);
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            v.position = tr;
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            _vbo.Add(v);
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            v.position = bl;
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            _vbo.Add(v);
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            v.position = br;
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            _vbo.Add(v);
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#else
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    // New UI system uses triangles
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            _meshVertices.Add(tl);
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            _meshVertices.Add(tr);
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            _meshVertices.Add(bl);
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            _meshVertices.Add(br);
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            _meshTriangles.Add(_meshVertices.Count - 4); // tl
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            _meshTriangles.Add(_meshVertices.Count - 3); // tr
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            _meshTriangles.Add(_meshVertices.Count - 1); // br
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            _meshTriangles.Add(_meshVertices.Count - 2); // bl
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            _meshTriangles.Add(_meshVertices.Count - 1); // br
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            _meshTriangles.Add(_meshVertices.Count - 3); // tr
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            _meshVertexColors.Add(c);
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            _meshVertexColors.Add(c);
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            _meshVertexColors.Add(c);
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            _meshVertexColors.Add(c);
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#endif
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        }
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        protected ProfilerFrame GetFrame(int i)
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        {
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#if UNITY_EDITOR
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            if (!Application.isPlaying)
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            {
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                return TestData[i];
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            }
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#endif
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            return _profilerService.FrameBuffer[i];
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        }
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        protected int CalculateVisibleDataPointCount()
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        {
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            return Mathf.RoundToInt(rectTransform.rect.width/DataPointWidth);
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        }
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        protected int GetFrameBufferCurrentSize()
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        {
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#if UNITY_EDITOR
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            if (!Application.isPlaying)
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            {
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                return TestData.Length;
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            }
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#endif
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            return _profilerService.FrameBuffer.Count;
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        }
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        protected int GetFrameBufferMaxSize()
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        {
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#if UNITY_EDITOR
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            if (!Application.isPlaying)
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            {
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                return TestData.Length;
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            }
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#endif
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            return _profilerService.FrameBuffer.Capacity;
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        }
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        protected float CalculateMaxFrameTime()
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        {
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            var frameCount = GetFrameBufferCurrentSize();
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            var c = Mathf.Min(CalculateVisibleDataPointCount(), frameCount);
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            var max = 0d;
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            for (var i = 0; i < c; i++)
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            {
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                var frameNumber = frameCount - i - 1;
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                var t = GetFrame(frameNumber);
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                if (t.FrameTime > max)
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                {
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                    max = t.FrameTime;
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                }
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            }
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            return (float) max;
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        }
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        private ProfilerGraphAxisLabel GetAxisLabel(int index)
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        {
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            if (_axisLabels == null || !Application.isPlaying)
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            {
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                _axisLabels = GetComponentsInChildren<ProfilerGraphAxisLabel>();
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            }
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            if (_axisLabels.Length > index)
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            {
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                return _axisLabels[index];
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            }
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            Debug.LogWarning("[SRDebugger.Profiler] Not enough axis labels in pool");
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            return null;
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        }
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        #region Editor Only test data
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#if UNITY_EDITOR
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        private ProfilerFrame[] TestData
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        {
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            get
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            {
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                if (_testData == null)
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                {
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                    _testData = GenerateSampleData();
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                }
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                return _testData;
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            }
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        }
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        private ProfilerFrame[] _testData;
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        protected static ProfilerFrame[] GenerateSampleData()
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        {
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            var sampleCount = 200;
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            var data = new ProfilerFrame[sampleCount];
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            for (var i = 0; i < sampleCount; i++)
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            {
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                var frame = new ProfilerFrame();
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                for (var j = 0; j < 3; j++)
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                {
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                    var v = 0d;
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                    if (j == 0)
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                    {
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                        v = Mathf.PerlinNoise(i/200f, 0);
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                    }
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                    else if (j == 1)
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                    {
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                        v = Mathf.PerlinNoise(0, i/200f);
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                    }
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                    else
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                    {
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                        v = Random.Range(0, 1f);
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                    }
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                    v *= (1f/60f)*0.333f;
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                    // Simulate spikes
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                    if (Random.value > 0.8f)
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                    {
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                        v *= Random.Range(1.2f, 1.8f);
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                    }
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                    if (j == 2)
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                    {
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                        v *= 0.1f;
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                    }
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                    if (j == 0)
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                    {
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                        frame.UpdateTime = v;
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                    }
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                    else if (j == 1)
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                    {
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                        frame.RenderTime = v;
 | 
						|
                    }
 | 
						|
                    else if (j == 2)
 | 
						|
                    {
 | 
						|
                        frame.FrameTime = frame.RenderTime + frame.UpdateTime + v;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
 | 
						|
                data[i] = frame;
 | 
						|
            }
 | 
						|
 | 
						|
            data[0] = new ProfilerFrame
 | 
						|
            {
 | 
						|
                FrameTime = 0.005,
 | 
						|
                RenderTime = 0.005,
 | 
						|
                UpdateTime = 0.005
 | 
						|
            };
 | 
						|
 | 
						|
            data[sampleCount - 1] = new ProfilerFrame
 | 
						|
            {
 | 
						|
                FrameTime = 1d/60d,
 | 
						|
                RenderTime = 0.007,
 | 
						|
                UpdateTime = 0.007
 | 
						|
            };
 | 
						|
 | 
						|
            return data;
 | 
						|
        }
 | 
						|
 | 
						|
#endif
 | 
						|
 | 
						|
        #endregion
 | 
						|
    }
 | 
						|
}
 |