| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// | 
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| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// | 
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| 3 | #pragma once | 
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| 4 |  | 
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| 5 | #include "BsCorePrerequisites.h" | 
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| 6 | #include "RenderAPI/BsEventQuery.h" | 
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| 7 | #include "Utility/BsModule.h" | 
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| 8 |  | 
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| 9 | namespace bs { namespace ct | 
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| 10 | { | 
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| 11 | /** @addtogroup RenderAPI-Internal | 
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| 12 | *  @{ | 
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| 13 | */ | 
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| 14 |  | 
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| 15 | /** | 
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| 16 | * Handles creation and destruction of GPU queries. | 
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| 17 | * | 
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| 18 | * @note	Core thread only. | 
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| 19 | */ | 
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| 20 | class BS_CORE_EXPORT QueryManager : public Module<QueryManager> | 
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| 21 | { | 
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| 22 | public: | 
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| 23 | QueryManager() = default; | 
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| 24 | ~QueryManager(); | 
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| 25 |  | 
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| 26 | /** | 
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| 27 | * Creates a new event query that allows you to get notified when GPU starts executing the query. | 
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| 28 | * | 
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| 29 | * @param[in]	deviceIdx	Index of the GPU device to create the query on. | 
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| 30 | */ | 
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| 31 | virtual SPtr<EventQuery> createEventQuery(UINT32 deviceIdx = 0) const = 0; | 
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| 32 |  | 
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| 33 | /** | 
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| 34 | * Creates a new timer query that allows you to get notified of how much time has passed between query start and end. | 
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| 35 | * | 
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| 36 | * @param[in]	deviceIdx	Index of the GPU device to create the query on. | 
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| 37 | */ | 
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| 38 | virtual SPtr<TimerQuery> createTimerQuery(UINT32 deviceIdx = 0) const = 0; | 
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| 39 |  | 
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| 40 | /** | 
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| 41 | * Creates a new occlusion query that allows you to know how many fragments were rendered between query start and | 
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| 42 | * end. | 
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| 43 | * | 
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| 44 | * @param[in]	binary		If query is binary it will not give you an exact count of fragments rendered, but will | 
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| 45 | *							instead just return 0 (no fragments were rendered) or 1 (one or more fragments were | 
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| 46 | *							rendered). Binary queries can return sooner as they potentially do not need to wait | 
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| 47 | *							until all of the geometry is rendered. | 
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| 48 | * @param[in]	deviceIdx	Index of the GPU device to create the query on. | 
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| 49 | */ | 
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| 50 | virtual SPtr<OcclusionQuery> createOcclusionQuery(bool binary, UINT32 deviceIdx = 0) const = 0; | 
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| 51 |  | 
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| 52 | /** Triggers completed queries. Should be called every frame. */ | 
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| 53 | void _update(); | 
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| 54 |  | 
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| 55 | protected: | 
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| 56 | friend class EventQuery; | 
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| 57 | friend class TimerQuery; | 
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| 58 | friend class OcclusionQuery; | 
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| 59 |  | 
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| 60 | /** | 
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| 61 | * Deletes an Event query. Always use this method and don't delete them manually. Actual deletion will be delayed | 
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| 62 | * until next update. | 
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| 63 | */ | 
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| 64 | static void deleteEventQuery(EventQuery* query); | 
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| 65 |  | 
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| 66 | /** | 
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| 67 | * Deletes a Timer query. Always use this method and don't delete them manually. Actual deletion will be delayed | 
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| 68 | * until next update. | 
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| 69 | */ | 
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| 70 | static void deleteTimerQuery(TimerQuery* query); | 
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| 71 |  | 
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| 72 | /** | 
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| 73 | * Deletes an Occlusion query. Always use this method and don't delete them manually. Actual deletion will be | 
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| 74 | * delayed until next update. | 
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| 75 | */ | 
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| 76 | static void deleteOcclusionQuery(OcclusionQuery* query); | 
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| 77 |  | 
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| 78 | /** Deletes any queued queries. */ | 
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| 79 | void processDeletedQueue(); | 
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| 80 |  | 
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| 81 | protected: | 
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| 82 | mutable Vector<EventQuery*> mEventQueries; | 
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| 83 | mutable Vector<TimerQuery*> mTimerQueries; | 
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| 84 | mutable Vector<OcclusionQuery*> mOcclusionQueries; | 
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| 85 |  | 
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| 86 | mutable Vector<EventQuery*> mDeletedEventQueries; | 
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| 87 | mutable Vector<TimerQuery*> mDeletedTimerQueries; | 
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| 88 | mutable Vector<OcclusionQuery*> mDeletedOcclusionQueries; | 
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| 89 | }; | 
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| 90 |  | 
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| 91 | /** @} */ | 
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| 92 | }} | 
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