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