Use max texture size when loading images
[platform/core/uifw/dali-adaptor.git] / adaptors / common / object-profiler.cpp
index a5f101c..7d86bf0 100644 (file)
@@ -22,7 +22,6 @@
 #include <stdlib.h>
 #include <dali/integration-api/debug.h>
 #include <dali/integration-api/profiling.h>
-#include <dali/public-api/actors/image-actor.h>
 #include <dali/public-api/common/stage.h>
 #include <dali/public-api/object/ref-object.h>
 #include <dali/public-api/object/base-object.h>
@@ -76,28 +75,6 @@ void ObjectProfiler::DisplayInstanceCounts()
     }
   }
   LogMessage(Debug::DebugInfo, "\n");
-
-  int quadCount = 0;
-
-  // Count number of quads:
-
-  for( InstanceTypes::iterator iter = mInstanceTypes.begin(), end = mInstanceTypes.end(); iter != end; ++iter )
-  {
-    if( iter->second.compare("ImageActor") == 0 )
-    {
-      BaseHandle handle(iter->first);
-      Dali::ImageActor imageActor = Dali::ImageActor::DownCast(handle);
-      if( imageActor )
-      {
-        if( imageActor.GetStyle() == Dali::ImageActor::STYLE_QUAD )
-        {
-          quadCount++;
-        }
-      }
-    }
-  }
-
-  LogMessage(Debug::DebugInfo, "Number of image actors using Quad style: %d\n", quadCount);
 }
 
 bool ObjectProfiler::OnTimeout()
@@ -167,11 +144,13 @@ int ObjectProfiler::GetMemorySize(const std::string& name, int count)
       { "Actor", ACTOR_MEMORY_SIZE },
       { "Layer", LAYER_MEMORY_SIZE },
       { "CameraActor", CAMERA_ACTOR_MEMORY_SIZE },
-      { "ImageActor", IMAGE_ACTOR_MEMORY_SIZE },
-      { "MeshActor", MESH_ACTOR_MEMORY_SIZE },
       { "Image", IMAGE_MEMORY_SIZE },
-      { "Mesh", MESH_MEMORY_SIZE },
-      { "Material", MATERIAL_MEMORY_SIZE },
+      { "Renderer", RENDERER_MEMORY_SIZE },
+      { "Geometry", GEOMETRY_MEMORY_SIZE },
+      { "PropertyBuffer", PROPERTY_BUFFER_MEMORY_SIZE },
+      { "TextureSet", TEXTURE_SET_MEMORY_SIZE },
+      { "Sampler", SAMPLER_MEMORY_SIZE },
+      { "Shader", SHADER_MEMORY_SIZE },
     };
 
   for( size_t i=0; i<sizeof(memoryMemorySizes)/sizeof(MemoryMemorySize); i++ )