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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsGLPrerequisites.h"
- #include "RenderAPI/BsOcclusionQuery.h"
- namespace bs { namespace ct
- {
- /** @addtogroup GL
- * @{
- */
- /** OpenGL implementation of an occlusion query. */
- class GLOcclusionQuery : public OcclusionQuery
- {
- public:
- GLOcclusionQuery(bool binary, UINT32 deviceIdx);
- ~GLOcclusionQuery();
- /** @copydoc OcclusionQuery::begin */
- void begin(const SPtr<CommandBuffer>& cb = nullptr) override;
- /** @copydoc OcclusionQuery::end */
- void end(const SPtr<CommandBuffer>& cb = nullptr) override;
- /** @copydoc OcclusionQuery::isReady */
- bool isReady() const override;
- /** @copydoc OcclusionQuery::getNumSamples */
- UINT32 getNumSamples() override;
- private:
- friend class QueryManager;
- /** Processes query results and saves them for later use. To be called when query has completed. */
- void finalize();
- private:
- GLuint mQueryObj;
- bool mFinalized;
- bool mEndIssued;
- UINT32 mNumSamples;
- };
- /** @} */
- }}
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