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d3d11_initializer.h
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#pragma once
#include "d3d11_buffer.h"
#include "d3d11_texture.h"
namespace dxvk {
class D3D11Device;
/**
* \brief Resource initialization context
*
* Manages a context which is used for resource
* initialization. This includes initialization
* with application-defined data, as well as
* zero-initialization for buffers and images.
*/
class D3D11Initializer {
constexpr static size_t MaxTransferMemory = 32 * 1024 * 1024;
constexpr static size_t MaxTransferCommands = 512;
public:
D3D11Initializer(
D3D11Device* pParent);
~D3D11Initializer();
void Flush();
void InitBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void InitTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void InitUavCounter(
D3D11UnorderedAccessView* pUav);
private:
std::mutex m_mutex;
D3D11Device* m_parent;
Rc<DxvkDevice> m_device;
Rc<DxvkContext> m_context;
size_t m_transferCommands = 0;
size_t m_transferMemory = 0;
void InitDeviceLocalBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void InitHostVisibleBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void InitDeviceLocalTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void InitHostVisibleTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void FlushImplicit();
void FlushInternal();
};
}