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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines
Starting to add additional timers for different stages of the process of
updating in order to get more insight into what is slowing it down.
The update takes 9ms, which is much longer than it used to.
Engine-specific timers are coming later.
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FNA/src/Graphics/OcclusionQuery.cs
81 lines | 1.3 KiB | text/x-csharp | CSharpLexer
81 lines | 1.3 KiB | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
* Copyright 2009-2020 Ethan Lee and the MonoGame Team | ||||
* | ||||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
#region Using Statements | ||||
using System; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework.Graphics | ||||
{ | ||||
public class OcclusionQuery : GraphicsResource | ||||
{ | ||||
#region Public Properties | ||||
public bool IsComplete | ||||
{ | ||||
get | ||||
{ | ||||
return GraphicsDevice.GLDevice.QueryComplete(query); | ||||
} | ||||
} | ||||
public int PixelCount | ||||
{ | ||||
get | ||||
{ | ||||
return GraphicsDevice.GLDevice.QueryPixelCount(query); | ||||
} | ||||
} | ||||
#endregion | ||||
#region Private OpenGL Variables | ||||
private IGLQuery query; | ||||
#endregion | ||||
#region Public Constructor | ||||
public OcclusionQuery(GraphicsDevice graphicsDevice) | ||||
{ | ||||
GraphicsDevice = graphicsDevice; | ||||
query = GraphicsDevice.GLDevice.CreateQuery(); | ||||
} | ||||
#endregion | ||||
#region Protected Dispose Method | ||||
protected override void Dispose(bool disposing) | ||||
{ | ||||
if (!IsDisposed) | ||||
{ | ||||
GraphicsDevice.GLDevice.AddDisposeQuery(query); | ||||
} | ||||
base.Dispose(disposing); | ||||
} | ||||
#endregion | ||||
#region Public Begin/End Methods | ||||
public void Begin() | ||||
{ | ||||
GraphicsDevice.GLDevice.QueryBegin(query); | ||||
} | ||||
public void End() | ||||
{ | ||||
GraphicsDevice.GLDevice.QueryEnd(query); | ||||
} | ||||
#endregion | ||||
} | ||||
} | ||||