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blender-archive/source/blender/gpu/intern/gpu_query.hh
Clément Foucault 5c2ac8520e GPUQuery: GL Backend isolation
This is part of the Vulkan task T68990.

This introduce a new GLQueryPool for managing queries in an
implementation agnostic manner.

This modify the GPU selection query to use this new object.
This also make use of blender::Vector for better code quality.

No real functionnal change.
2020-09-08 00:02:04 +02:00

59 lines
1.7 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2020, Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_span.hh"
namespace blender::gpu {
typedef enum GPUQueryType {
GPU_QUERY_OCCLUSION = 0,
} GPUQueryType;
class QueryPool {
public:
virtual ~QueryPool(){};
/**
* Will start and end the query at this index inside the pool. The pool will resize
* automatically but does not support sparse allocation. So prefer using consecutive indices.
*/
virtual void init(GPUQueryType type) = 0;
/**
* Will start and end the query at this index inside the pool.
* The pool will resize automatically.
*/
virtual void begin_query(void) = 0;
virtual void end_query(void) = 0;
/**
* Must be fed with a buffer large enough to contain all the queries issued.
* IMPORTANT: Result for each query can be either binary or represent the number of samples
* drawn.
*/
virtual void get_occlusion_result(MutableSpan<uint32_t> r_values) = 0;
};
} // namespace blender::gpu