//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsD3D11Prerequisites.h" #include "RenderAPI/BsTimerQuery.h" namespace bs { namespace ct { /** @addtogroup D3D11 * @{ */ /** @copydoc TimerQuery */ class D3D11TimerQuery : public TimerQuery { public: D3D11TimerQuery(UINT32 deviceIdx); ~D3D11TimerQuery(); /** @copydoc TimerQuery::begin */ void begin(const SPtr& cb = nullptr) override; /** @copydoc TimerQuery::end */ void end(const SPtr& cb = nullptr) override; /** @copydoc TimerQuery::isReady */ bool isReady() const override; /** @copydoc TimerQuery::getTimeMs */ float getTimeMs() override; private: /** Resolve timing information after the query has finished. */ void finalize(); bool mFinalized; bool mQueryEndCalled; float mTimeDelta; ID3D11Query* mBeginQuery; ID3D11Query* mEndQuery; ID3D11Query* mDisjointQuery; ID3D11DeviceContext* mContext; }; /** @} */ }}