/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #include "DX12Base.hpp" namespace DX12 { class QueryHeap : public DeviceObject { public: QueryHeap(Device* device); virtual ~QueryHeap(); bool Init(Device* device, const D3D12_QUERY_HEAP_DESC& desc); void Reset(); ID3D12QueryHeap* GetD3D12QueryHeap() const { return /*PassAddRef*/ (m_QueryHeap); } UINT GetType() const { return m_Desc12.Type; } UINT GetCapacity() const { return m_Desc12.Count; } private: SmartPtr m_QueryHeap; D3D12_QUERY_HEAP_DESC m_Desc12; }; }