#pragma once #include "d3d11_buffer.h" #include "d3d11_texture.h" namespace dxvk { /** * \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( const Rc& Device); ~D3D11Initializer(); void Flush(); void InitBuffer( D3D11Buffer* pBuffer, const D3D11_SUBRESOURCE_DATA* pInitialData); void InitTexture( D3D11CommonTexture* pTexture, const D3D11_SUBRESOURCE_DATA* pInitialData); private: std::mutex m_mutex; Rc m_device; Rc 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(); }; }