Add GPUQueryType::BinaryOcclusion for simpler visibility checks
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@@ -28,6 +28,11 @@ bool QueryHeapDX12::Init(GPUDeviceDX12* device, GPUQueryType type, uint32 size)
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QueryType = D3D12_QUERY_TYPE_OCCLUSION;
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heapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
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break;
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case GPUQueryType::BinaryOcclusion:
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_resultSize = sizeof(uint64);
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QueryType = D3D12_QUERY_TYPE_BINARY_OCCLUSION;
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heapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
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break;
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case GPUQueryType::MAX:
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return true;
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}
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@@ -100,11 +105,6 @@ void QueryHeapDX12::EndQueryBatchAndResolveQueryData(GPUContextDX12* context)
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StartQueryBatch();
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}
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bool QueryHeapDX12::CanAlloc(int32 count) const
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{
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return _currentBatch.Open && _currentIndex + count <= GetQueryHeapCount();
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}
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void QueryHeapDX12::Alloc(ElementHandle& handle)
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{
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ASSERT(_currentBatch.Open);
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