#pragma once #include "BsD3D9Prerequisites.h" #include "BsD3D9Resource.h" #include "BsOcclusionQuery.h" namespace BansheeEngine { /** * @copydoc OcclusionQuery */ class BS_D3D9_EXPORT D3D9OcclusionQuery : public OcclusionQuery, public D3D9Resource { public: D3D9OcclusionQuery(bool binary); ~D3D9OcclusionQuery(); /** * @copydoc OcclusionQuery::begin */ virtual void begin(); /** * @copydoc OcclusionQuery::end */ virtual void end(); /** * @copydoc OcclusionQuery::isReady */ virtual bool isReady() const; /** * @copydoc OcclusionQuery::getNumFragments */ virtual UINT32 getNumSamples(); /** * @copydoc D3D9Resource::notifyOnDeviceCreate */ virtual void notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device); /** * @copydoc D3D9Resource::notifyOnDeviceDestroy */ virtual void notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device); /** * @copydoc D3D9Resource::notifyOnDeviceLost */ virtual void notifyOnDeviceLost(IDirect3DDevice9* d3d9Device); /** * @copydoc D3D9Resource::notifyOnDeviceReset */ virtual void notifyOnDeviceReset(IDirect3DDevice9* d3d9Device); private: friend class QueryManager; /** * @brief Creates the internal DX9 query. */ void createQuery(); /** * @brief Releases the internal DX9 query. */ void releaseQuery(); /** * @brief Resolves query results after it is ready. */ void finalize(); private: IDirect3DDevice9* mDevice; IDirect3DQuery9* mQuery; bool mQueryIssued; bool mFinalized; UINT32 mNumSamples; }; }