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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsEventQuery.h"
- #include "BsModule.h"
- namespace BansheeEngine
- {
- /**
- * @brief Handles creation and destruction of GPU queries.
- *
- * @note Core thread only.
- */
- class BS_CORE_EXPORT QueryManager : public Module<QueryManager>
- {
- public:
- QueryManager();
- /**
- * @brief Creates a new event query that allows you to get notified
- * when GPU starts executing the query.
- */
- virtual EventQueryPtr createEventQuery() const = 0;
- /**
- * @brief Creates a new timer query that allows you to get notified
- * of how much time has passed between query start and end.
- */
- virtual TimerQueryPtr createTimerQuery() const = 0;
- /**
- * @brief Creates a new occlusion query that allows you to know
- * how many fragments were rendered between query start and end.
- *
- * @param binary If query is binary it will not give you an exact count of fragments rendered, but will instead
- * just return 0 (no fragments were rendered) or 1 (one or more fragments were rendered). Binary
- * queries can return sooner as they potentially do not need to wait until all of the geometry is rendered.
- */
- virtual OcclusionQueryPtr createOcclusionQuery(bool binary) const = 0;
- /**
- * @note Internal method, called every frame.
- */
- void _update();
- protected:
- friend class EventQuery;
- friend class TimerQuery;
- friend class OcclusionQuery;
- /**
- * @brief Deletes an Event query. Always use this method and don't delete them manually.
- */
- static void deleteEventQuery(EventQuery* query);
- /**
- * @brief Deletes a Timer query. Always use this method and don't delete them manually.
- */
- static void deleteTimerQuery(TimerQuery* query);
- /**
- * @brief Deletes an Occlusion query. Always use this method and don't delete them manually.
- */
- static void deleteOcclusionQuery(OcclusionQuery* query);
- protected:
- mutable Vector<EventQuery*> mEventQueries;
- mutable Vector<TimerQuery*> mTimerQueries;
- mutable Vector<OcclusionQuery*> mOcclusionQueries;
- };
- }
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