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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsEventQuery.h"
- #include "BsModule.h"
- namespace bs { namespace ct
- {
- /** @addtogroup RenderAPI-Internal
- * @{
- */
- /**
- * Handles creation and destruction of GPU queries.
- *
- * @note Core thread only.
- */
- class BS_CORE_EXPORT QueryManager : public Module<QueryManager>
- {
- public:
- QueryManager();
- ~QueryManager();
- /**
- * Creates a new event query that allows you to get notified when GPU starts executing the query.
- *
- * @param[in] deviceIdx Index of the GPU device to create the query on.
- */
- virtual SPtr<EventQuery> createEventQuery(UINT32 deviceIdx = 0) const = 0;
- /**
- * Creates a new timer query that allows you to get notified of how much time has passed between query start and end.
- *
- * @param[in] deviceIdx Index of the GPU device to create the query on.
- */
- virtual SPtr<TimerQuery> createTimerQuery(UINT32 deviceIdx = 0) const = 0;
- /**
- * Creates a new occlusion query that allows you to know how many fragments were rendered between query start and
- * end.
- *
- * @param[in] 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.
- * @param[in] deviceIdx Index of the GPU device to create the query on.
- */
- virtual SPtr<OcclusionQuery> createOcclusionQuery(bool binary, UINT32 deviceIdx = 0) const = 0;
- /** Triggers completed queries. Should be called every frame. */
- void _update();
- protected:
- friend class EventQuery;
- friend class TimerQuery;
- friend class OcclusionQuery;
- /**
- * Deletes an Event query. Always use this method and don't delete them manually. Actual deletion will be delayed
- * until next update.
- */
- static void deleteEventQuery(EventQuery* query);
- /**
- * Deletes a Timer query. Always use this method and don't delete them manually. Actual deletion will be delayed
- * until next update.
- */
- static void deleteTimerQuery(TimerQuery* query);
- /**
- * Deletes an Occlusion query. Always use this method and don't delete them manually. Actual deletion will be
- * delayed until next update.
- */
- static void deleteOcclusionQuery(OcclusionQuery* query);
- /** Deletes any queued queries. */
- void processDeletedQueue();
- protected:
- mutable Vector<EventQuery*> mEventQueries;
- mutable Vector<TimerQuery*> mTimerQueries;
- mutable Vector<OcclusionQuery*> mOcclusionQueries;
- mutable Vector<EventQuery*> mDeletedEventQueries;
- mutable Vector<TimerQuery*> mDeletedTimerQueries;
- mutable Vector<OcclusionQuery*> mDeletedOcclusionQueries;
- };
- /** @} */
- }}
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