gecko-dev/gfx/layers/d3d11/DiagnosticsD3D11.h
David Anderson 70f688f03e Add GPU draw time to the compositor diagnostic overlay. (bug 1352151 part 7, r=bas)
--HG--
extra : rebase_source : fce64dde2a8632a374e40a5687852b147ebd8747
2017-04-10 19:44:46 -07:00

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1.3 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef mozilla_gfx_layers_d3d11_DiagnosticsD3D11_h
#define mozilla_gfx_layers_d3d11_DiagnosticsD3D11_h
#include <stdint.h>
#include "mozilla/RefPtr.h"
#include <d3d11.h>
namespace mozilla {
namespace layers {
struct GPUStats;
class DiagnosticsD3D11
{
public:
DiagnosticsD3D11(ID3D11Device* aDevice, ID3D11DeviceContext* aContext);
void Start(uint32_t aPixelsPerFrame);
void End();
void Cancel();
void Query(GPUStats* aStats);
private:
RefPtr<ID3D11Device> mDevice;
RefPtr<ID3D11DeviceContext> mContext;
// When using the diagnostic overlay, we double-buffer some queries for
// frame statistics.
struct FrameQueries {
FrameQueries() : pixelsPerFrame(0)
{}
RefPtr<ID3D11Query> stats;
RefPtr<ID3D11Query> timing;
RefPtr<ID3D11Query> frameBegin;
RefPtr<ID3D11Query> frameEnd;
uint32_t pixelsPerFrame;
};
FrameQueries mPrevFrame;
FrameQueries mCurrentFrame;
};
} // namespace layers
} // namespace mozilla
#endif // mozilla_gfx_layers_d3d11_DiagnosticsD3D11_h