//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsVulkanPrerequisites.h" #include "BsVulkanResource.h" #include "RenderAPI/BsEventQuery.h" namespace bs { namespace ct { /** @addtogroup Vulkan * @{ */ /** Wrapper around a Vulkan event object that manages its usage and lifetime. */ class VulkanEvent : public VulkanResource { public: VulkanEvent(VulkanResourceManager* owner); ~VulkanEvent(); /** Returns the internal handle to the Vulkan object. */ VkEvent getHandle() const { return mEvent; } /** Checks if the event has been signaled on the device. */ bool isSignaled() const; /** Resets an event back to unsignaled state, making it re-usable. */ void reset(); private: VkEvent mEvent; }; /** @copydoc EventQuery */ class VulkanEventQuery : public EventQuery { public: VulkanEventQuery(VulkanDevice& device); ~VulkanEventQuery(); /** @copydoc EventQuery::begin */ void begin(const SPtr& cb = nullptr) override; /** @copydoc EventQuery::isReady */ bool isReady() const override; private: VulkanDevice& mDevice; VulkanEvent* mEvent; }; /** @} */ }}