//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsCorePrerequisites.h" namespace bs { namespace ct { /** @addtogroup RenderAPI-Internal * @{ */ /** * Represents a GPU query that gets triggered when GPU starts processing the query. * * @note * Normally GPU will have many commands in its command buffer. When begin() is called it is placed in that command * buffer. Once the buffer empties and GPU reaches the EventQuery command, the query callback is triggered. * @note * Core thread only. */ class BS_CORE_EXPORT EventQuery { public: EventQuery() :mActive(false) {} virtual ~EventQuery() {} /** * Starts the query. * * @param[in] cb Optional command buffer to queue the operation on. If not provided operation * is executed on the main command buffer. Otherwise it is executed when * RenderAPI::executeCommands() is called. Buffer must support graphics or compute operations. * * @note * Once the query is started you may poll isReady() method to check when query has finished, or you may hook up * an #onTriggered callback and be notified that way. */ virtual void begin(const SPtr& cb = nullptr) = 0; /** Check if GPU has processed the query. */ virtual bool isReady() const = 0; /** Triggered when GPU starts processing the query. */ Event onTriggered; /** * Creates a new query, but does not schedule it on GPU. * * @param[in] deviceIdx Index of the GPU device to create the query on. */ static SPtr create(UINT32 deviceIdx = 0); protected: friend class QueryManager; /** Returns true if the has still not been completed by the GPU. */ bool isActive() const { return mActive; } void setActive(bool active) { mActive = active; } protected: bool mActive; }; /** @} */ }}