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/* SPDX-License-Identifier: GPL-2.0-or-later
* 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() = 0;
virtual void end_query() = 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
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