class Mesh;
class Lighting;
class Program;
+class QueryPool;
class Renderable;
class Sampler;
class Texture;
void exclude(const Renderable &);
void include(const Renderable &);
- void clear();
- void clear(BufferBits);
+ void clear(const ClearValue *);
void render(const Renderable &, Tag = Tag());
void draw(const Batch &);
void draw_instanced(const Batch &, unsigned);
- void resolve_multisample(Framebuffer &, BufferBits);
+ void resolve_multisample(Framebuffer &);
+
+ void begin_query(const QueryPool &, unsigned);
+ void end_query(const QueryPool &, unsigned);
private:
void apply_state();