BsGLOcclusionQuery.h 1.2 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsGLPrerequisites.h"
  5. #include "RenderAPI/BsOcclusionQuery.h"
  6. namespace bs { namespace ct
  7. {
  8. /** @addtogroup GL
  9. * @{
  10. */
  11. /** OpenGL implementation of an occlusion query. */
  12. class GLOcclusionQuery : public OcclusionQuery
  13. {
  14. public:
  15. GLOcclusionQuery(bool binary, UINT32 deviceIdx);
  16. ~GLOcclusionQuery();
  17. /** @copydoc OcclusionQuery::begin */
  18. void begin(const SPtr<CommandBuffer>& cb = nullptr) override;
  19. /** @copydoc OcclusionQuery::end */
  20. void end(const SPtr<CommandBuffer>& cb = nullptr) override;
  21. /** @copydoc OcclusionQuery::isReady */
  22. bool isReady() const override;
  23. /** @copydoc OcclusionQuery::getNumSamples */
  24. UINT32 getNumSamples() override;
  25. private:
  26. friend class QueryManager;
  27. /** Processes query results and saves them for later use. To be called when query has completed. */
  28. void finalize();
  29. private:
  30. GLuint mQueryObj;
  31. bool mFinalized;
  32. bool mEndIssued;
  33. UINT32 mNumSamples;
  34. };
  35. /** @} */
  36. }}