using UnityEngine.Rendering; ///////////////////////////////////////////////////////////////////////////////// namespace Rukhanka { [GenerateHLSL] public enum RukhankaDebugMarkers { Deformation_CopyMeshData, Deformation_CopyBlendShapes, Deformation_CreatePerVertexDeformationWorkload, Deformation_SkinnedMeshVertex_Write, Deformation_SkinnedMeshVertex_Read, Deformation_DeformedVertex_Read, Deformation_BoneInfluence_Read, Deformation_DeformedVertex_Write, Deformation_FrameSkinMatrices_Read, Deformation_PerVertexWorkload_Read, Deformation_FrameDeformedVertex_Read, GPUAnimator_MakeRigSpaceBoneTransforms_AnimatedBoneWorkload_Read, GPUAnimator_MakeRigSpaceBoneTransforms_AnimationJobs_Read, GPUAnimator_MakeRigSpaceBoneTransforms_BoneLocalTransforms_Read0, GPUAnimator_MakeRigSpaceBoneTransforms_BoneLocalTransforms_Read1, GPUAnimator_MakeRigSpaceBoneTransforms_OutBoneTransforms_Write, GPUAnimator_ComputeSkinMatrices_SkinMatrixWorkload_Read, GPUAnimator_ComputeSkinMatrices_RigSpaceBoneTransforms_Read, GPUAnimator_ComputeSkinMatrices_OutSkinMatrices_Write, GPUAnimator_ProcessAnimations_AnimatedBoneWorkload_Read, GPUAnimator_ProcessAnimations_AnimationJobs_Read, GPUAnimator_ProcessAnimations_OutAnimatedBones_Write, GPUAnimator_GenericAvatar_AvatarMaskBuffer_Read, GPUAnimator_HumanoidAvatar_AvatarMaskBuffer_Read, GPUAnimator_HumanRotationData_Read, GPUAnimator_QueryPerfectHashTable_AnimationClips_Read0, GPUAnimator_QueryPerfectHashTable_AnimationClips_Read1, GPUAnimator_KeyFrame_Read, GPUAnimator_Track_Read, GPUAnimator_TrackSet_Read, GPUAnimator_AnimationClip_Read, GPUAnimator_SkinnedMeshBone_Read, GPUAnimator_RigDefinition_Read, GPUAnimator_RigBone_Read, GPUAnimator_GPUAttachment_RigSpaceBoneTransforms_Read, Total } }