Get the latest Blender, older versions, or experimental builds.
Stay up-to-date with the new features in the latest Blender releases.
Access production assets and knowledge from the open movies.
Documentation on the usage and features in Blender.
Latest development updates, by Blender developers.
Guidelines, release notes and development docs.
A platform to collect and share results of the Blender Benchmark.
The yearly event that brings the community together.
Support core development with a monthly contribution.
Perform a single donation with more payment options available.
Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_vector.hh"
#include "gpu_query.hh"
#include "glew-mx.h"
namespace blender::gpu {
class GLQueryPool : public QueryPool {
private:
/** Contains queries object handles. */
Vector<GLuint, QUERY_MIN_LEN> query_ids_;
/** Type of this query pool. */
GPUQueryType type_;
/** Associated GL type. */
GLenum gl_type_;
/** Number of queries that have been issued since last initialization.
* Should be equal to query_ids_.size(). */
uint32_t query_issued_;
/** Can only be initialized once. */
bool initialized_ = false;
public:
~GLQueryPool();
void init(GPUQueryType type) override;
void begin_query() override;
void end_query() override;
void get_occlusion_result(MutableSpan<uint32_t> r_values) override;
};
static inline GLenum to_gl(GPUQueryType type)
{
if (type == GPU_QUERY_OCCLUSION) {
/* TODO(fclem): try with GL_ANY_SAMPLES_PASSED. */
return GL_SAMPLES_PASSED;
}
BLI_assert(0);
} // namespace blender::gpu