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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
#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
}
}