GFXOcclusionQuery
Engine/source/gfx/gfxOcclusionQuery.h
A geometry visibility query object.
Public Types
OcclusionQueryStatus { Unset Waiting Error Occluded NotOccluded }
The states returned by getStatus() If you modify this enum you should also modify statusToString()
Protected Functions
GFXOcclusionQuery(GFXDevice * device)
Public Functions
bool
begin()
Prepares the query returning true if the last query has been processed and more geometry can be issued.
The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer.
Public Static Functions
statusToString(OcclusionQueryStatus status)
Returns a status string.
Detailed Description
A geometry visibility query object.
Public Types
OcclusionQueryStatus
Enumerator
- Unset
- Waiting
- Error
- Occluded
- NotOccluded
The states returned by getStatus() If you modify this enum you should also modify statusToString()
Protected Attributes
GFXDevice * mDevice
Protected Functions
GFXOcclusionQuery(GFXDevice * device)
Public Functions
~GFXOcclusionQuery()
begin()
Prepares the query returning true if the last query has been processed and more geometry can be issued.
Reimplemented by: GFXD3D11OcclusionQuery, GFXGLOcclusionQuery
describeSelf()
Reimplemented from: GFXResource
Reimplemented by: GFXD3D11OcclusionQuery, GFXGLOcclusionQuery
end()
Called after your geometry is drawn to submit the query for processing.
Reimplemented by: GFXD3D11OcclusionQuery, GFXGLOcclusionQuery
getStatus(bool block, U32 * data)
Returns the status of the last submitted query.
In general you should avoid blocking for the result until the frame following your query to keep from stalling the CPU.
Status
| block | If true CPU will block until the query finishes. |
| data | Number of pixels rendered, valid only if status returned is NotOccluded. |
Reimplemented by: GFXD3D11OcclusionQuery, GFXGLOcclusionQuery
resurrect()
Reimplemented from: GFXResource
Reimplemented by: GFXD3D11OcclusionQuery, GFXGLOcclusionQuery
zombify()
Reimplemented from: GFXResource
Reimplemented by: GFXD3D11OcclusionQuery, GFXGLOcclusionQuery
