BsGLQueryManager.cpp 1.3 KB

123456789101112131415161718192021222324252627282930313233343536
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsGLQueryManager.h"
  4. #include "BsGLEventQuery.h"
  5. #include "BsGLTimerQuery.h"
  6. #include "BsGLOcclusionQuery.h"
  7. namespace bs { namespace ct
  8. {
  9. SPtr<EventQuery> GLQueryManager::createEventQuery(UINT32 deviceIdx) const
  10. {
  11. SPtr<EventQuery> query = SPtr<GLEventQuery>(bs_new<GLEventQuery>(deviceIdx),
  12. &QueryManager::deleteEventQuery, StdAlloc<GLEventQuery>());
  13. mEventQueries.push_back(query.get());
  14. return query;
  15. }
  16. SPtr<TimerQuery> GLQueryManager::createTimerQuery(UINT32 deviceIdx) const
  17. {
  18. SPtr<TimerQuery> query = SPtr<GLTimerQuery>(bs_new<GLTimerQuery>(deviceIdx),
  19. &QueryManager::deleteTimerQuery, StdAlloc<GLTimerQuery>());
  20. mTimerQueries.push_back(query.get());
  21. return query;
  22. }
  23. SPtr<OcclusionQuery> GLQueryManager::createOcclusionQuery(bool binary, UINT32 deviceIdx) const
  24. {
  25. SPtr<OcclusionQuery> query = SPtr<GLOcclusionQuery>(bs_new<GLOcclusionQuery>(binary, deviceIdx),
  26. &QueryManager::deleteOcclusionQuery, StdAlloc<GLOcclusionQuery>());
  27. mOcclusionQueries.push_back(query.get());
  28. return query;
  29. }
  30. }}