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use crate::device::OutOfMemory;
use crate::Backend;
pub type Id = u32;
#[derive(Clone, Debug, PartialEq)]
pub enum CreationError {
    
    OutOfMemory(OutOfMemory),
    
    Unsupported(Type),
}
impl From<OutOfMemory> for CreationError {
    fn from(error: OutOfMemory) -> Self {
        CreationError::OutOfMemory(error)
    }
}
impl std::fmt::Display for CreationError {
    fn fmt(&self, fmt: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        match self {
            CreationError::OutOfMemory(err) => write!(fmt, "Failed to create query: {}", err),
            CreationError::Unsupported(ty) => {
                write!(fmt, "Failed to create query: Unsupported type: {:?}", ty)
            }
        }
    }
}
#[derive(Debug)]
pub struct Query<'a, B: Backend> {
    
    pub pool: &'a B::QueryPool,
    
    pub id: Id,
}
bitflags!(
    
    #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
    pub struct ControlFlags: u32 {
        
        
        
        const PRECISE = 0x1;
    }
);
bitflags!(
    
    #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
    pub struct ResultFlags: u32 {
        
        const BITS_64 = 0x1;
        
        const WAIT = 0x2;
        
        const WITH_AVAILABILITY = 0x4;
        
        const PARTIAL = 0x8;
    }
);
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
pub enum Type {
    
    
    Occlusion,
    
    
    
    PipelineStatistics(PipelineStatistic),
    
    
    Timestamp,
}
bitflags!(
    
    #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
    pub struct PipelineStatistic: u32 {
        
        const INPUT_ASSEMBLY_VERTICES = 0x1;
        
        const INPUT_ASSEMBLY_PRIMITIVES = 0x2;
        
        const VERTEX_SHADER_INVOCATIONS = 0x4;
        
        const GEOMETRY_SHADER_INVOCATIONS = 0x8;
        
        const GEOMETRY_SHADER_PRIMITIVES = 0x10;
        
        const CLIPPING_INVOCATIONS = 0x20;
        
        const CLIPPING_PRIMITIVES = 0x40;
        
        const FRAGMENT_SHADER_INVOCATIONS = 0x80;
        
        const HULL_SHADER_PATCHES = 0x100;
        
        const DOMAIN_SHADER_INVOCATIONS = 0x200;
        
        const COMPUTE_SHADER_INVOCATIONS = 0x400;
    }
);