#pragma once #include "BsD3D9Prerequisites.h" #include "BsD3D9Resource.h" #include "BsTimerQuery.h" namespace BansheeEngine { /** * @copydoc TimerQuery */ class BS_D3D9_EXPORT D3D9TimerQuery : public TimerQuery, public D3D9Resource { public: D3D9TimerQuery(); ~D3D9TimerQuery(); /** * @copydoc TimerQuery::begin */ virtual void begin(); /** * @copydoc TimerQuery::end */ virtual void end(); /** * @copydoc TimerQuery::isReady */ virtual bool isReady() const; /** * @copydoc TimerQuery::getTimeMs */ virtual float getTimeMs(); /** * @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: /** * @brief Resolve timing information after the query has finished. */ void finalize(); /** * @brief Creates the internal DX9 query. */ void createQuery(); /** * @brief Releases the internal DX9 query. */ void releaseQuery(); /** * @brief Checks if the internal query object is valid. */ bool isQueryValid() const; private: bool mFinalized; bool mQueryIssued; float mTimeDelta; IDirect3DDevice9* mDevice; IDirect3DQuery9* mBeginQuery; IDirect3DQuery9* mEndQuery; IDirect3DQuery9* mDisjointQuery; IDirect3DQuery9* mFreqQuery; }; }