| 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 | }} |