/* * Copyright (c) 2024 Huawei Device Co., Ltd. * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef RENDER_PERF__GPU_QUERY_MANAGER_H #define RENDER_PERF__GPU_QUERY_MANAGER_H #include #include #include #include #include #include #include "device/gpu_resource_handle_util.h" RENDER_BEGIN_NAMESPACE() class Device; class GpuQuery; /** GpuQueryManager. * Do not use or call directly. This is managed and handled automatically in the renderer. * Not internally synchronized. */ class GpuQueryManager final { public: EngineResourceHandle Create(const BASE_NS::string_view name, BASE_NS::unique_ptr gpuQuery); EngineResourceHandle GetGpuHandle(BASE_NS::string_view name) const; GpuQuery* Get(const EngineResourceHandle handle) const; private: BASE_NS::unordered_map nameToHandle_; BASE_NS::vector> resources_; }; RENDER_END_NAMESPACE() #endif // CORE__PERF__GPU_QUERY_MANAGER_H