0ad/source/ps/Profiler2GPU.h
2025-04-16 22:38:34 +02:00

55 lines
1.8 KiB
C++

/* Copyright (C) 2025 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <memory>
class CProfiler2;
class CProfiler2GPUImpl;
namespace Renderer
{
namespace Backend
{
class IDeviceCommandContext;
}
}
/**
* Used by CProfiler2 for GPU profiling support.
*/
class CProfiler2GPU
{
NONCOPYABLE(CProfiler2GPU);
public:
CProfiler2GPU(CProfiler2& profiler);
~CProfiler2GPU();
void FrameStart(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
void FrameEnd(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
void RegionEnter(Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const char* id);
void RegionLeave(Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const char* id);
private:
CProfiler2& m_Profiler;
std::unique_ptr<CProfiler2GPUImpl> m_Impl;
};