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 | |
7 | namespace bs { namespace ct |
8 | { |
9 | /** @addtogroup RenderAPI-Internal |
10 | * @{ |
11 | */ |
12 | |
13 | /** |
14 | * Represents a GPU query that gets triggered when GPU starts processing the query. |
15 | * |
16 | * @note |
17 | * Normally GPU will have many commands in its command buffer. When begin() is called it is placed in that command |
18 | * buffer. Once the buffer empties and GPU reaches the EventQuery command, the query callback is triggered. |
19 | * @note |
20 | * Core thread only. |
21 | */ |
22 | class BS_CORE_EXPORT EventQuery |
23 | { |
24 | public: |
25 | EventQuery() = default; |
26 | virtual ~EventQuery() = default; |
27 | |
28 | /** |
29 | * Starts the query. |
30 | * |
31 | * @param[in] cb Optional command buffer to queue the operation on. If not provided operation |
32 | * is executed on the main command buffer. Otherwise it is executed when |
33 | * RenderAPI::executeCommands() is called. Buffer must support graphics or compute operations. |
34 | * |
35 | * @note |
36 | * Once the query is started you may poll isReady() method to check when query has finished, or you may hook up |
37 | * an #onTriggered callback and be notified that way. |
38 | */ |
39 | virtual void begin(const SPtr<CommandBuffer>& cb = nullptr) = 0; |
40 | |
41 | /** Check if GPU has processed the query. */ |
42 | virtual bool isReady() const = 0; |
43 | |
44 | /** Triggered when GPU starts processing the query. */ |
45 | Event<void()> onTriggered; |
46 | |
47 | /** |
48 | * Creates a new query, but does not schedule it on GPU. |
49 | * |
50 | * @param[in] deviceIdx Index of the GPU device to create the query on. |
51 | */ |
52 | static SPtr<EventQuery> create(UINT32 deviceIdx = 0); |
53 | |
54 | protected: |
55 | friend class QueryManager; |
56 | |
57 | /** Returns true if the has still not been completed by the GPU. */ |
58 | bool isActive() const { return mActive; } |
59 | void setActive(bool active) { mActive = active; } |
60 | |
61 | protected: |
62 | bool mActive = false; |
63 | }; |
64 | |
65 | /** @} */ |
66 | }} |