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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsGLQueryManager.h"
- #include "BsGLEventQuery.h"
- #include "BsGLTimerQuery.h"
- #include "BsGLOcclusionQuery.h"
- namespace bs { namespace ct
- {
- SPtr<EventQuery> GLQueryManager::createEventQuery(UINT32 deviceIdx) const
- {
- SPtr<EventQuery> query = SPtr<GLEventQuery>(bs_new<GLEventQuery>(deviceIdx),
- &QueryManager::deleteEventQuery, StdAlloc<GLEventQuery>());
- mEventQueries.push_back(query.get());
- return query;
- }
- SPtr<TimerQuery> GLQueryManager::createTimerQuery(UINT32 deviceIdx) const
- {
- SPtr<TimerQuery> query = SPtr<GLTimerQuery>(bs_new<GLTimerQuery>(deviceIdx),
- &QueryManager::deleteTimerQuery, StdAlloc<GLTimerQuery>());
- mTimerQueries.push_back(query.get());
- return query;
- }
- SPtr<OcclusionQuery> GLQueryManager::createOcclusionQuery(bool binary, UINT32 deviceIdx) const
- {
- SPtr<OcclusionQuery> query = SPtr<GLOcclusionQuery>(bs_new<GLOcclusionQuery>(binary, deviceIdx),
- &QueryManager::deleteOcclusionQuery, StdAlloc<GLOcclusionQuery>());
- mOcclusionQueries.push_back(query.get());
- return query;
- }
- }}
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