//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "BsGLQueryManager.h" #include "BsGLEventQuery.h" #include "BsGLTimerQuery.h" #include "BsGLOcclusionQuery.h" namespace bs { namespace ct { SPtr GLQueryManager::createEventQuery(UINT32 deviceIdx) const { SPtr query = SPtr(bs_new(deviceIdx), &QueryManager::deleteEventQuery, StdAlloc()); mEventQueries.push_back(query.get()); return query; } SPtr GLQueryManager::createTimerQuery(UINT32 deviceIdx) const { SPtr query = SPtr(bs_new(deviceIdx), &QueryManager::deleteTimerQuery, StdAlloc()); mTimerQueries.push_back(query.get()); return query; } SPtr GLQueryManager::createOcclusionQuery(bool binary, UINT32 deviceIdx) const { SPtr query = SPtr(bs_new(binary, deviceIdx), &QueryManager::deleteOcclusionQuery, StdAlloc()); mOcclusionQueries.push_back(query.get()); return query; } }}