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- #include "BsD3D11EventQuery.h"
- #include "BsD3D11RenderSystem.h"
- #include "BsD3D11Device.h"
- #include "BsRenderStats.h"
- #include "BsException.h"
- namespace BansheeEngine
- {
- D3D11EventQuery::D3D11EventQuery()
- :mQuery(nullptr)
- {
- D3D11RenderSystem* rs = static_cast<D3D11RenderSystem*>(RenderSystem::instancePtr());
- D3D11Device& device = rs->getPrimaryDevice();
- D3D11_QUERY_DESC queryDesc;
- queryDesc.Query = D3D11_QUERY_EVENT;
- queryDesc.MiscFlags = 0;
- HRESULT hr = device.getD3D11Device()->CreateQuery(&queryDesc, &mQuery);
- if(hr != S_OK)
- {
- BS_EXCEPT(RenderingAPIException, "Failed to create an Event query.");
- }
- mContext = device.getImmediateContext();
- BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_Query);
- }
- D3D11EventQuery::~D3D11EventQuery()
- {
- if(mQuery != nullptr)
- {
- mQuery->Release();
- }
- BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_Query);
- }
- void D3D11EventQuery::begin()
- {
- mContext->End(mQuery);
- setActive(true);
- }
- bool D3D11EventQuery::isReady() const
- {
- BOOL queryData;
- return mContext->GetData(mQuery, &queryData, sizeof(BOOL), 0) == S_OK;
- }
- }
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