1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-13 16:08:50 +01:00
dxvk/src/d3d11/d3d11_initializer.h
Philip Rebohle 662b6429a8
[d3d11] Refactor resource initialization
In addition to moving the code to a separate class, this also
improves flushing behaviour by limiting the amount of memory
being initialized rather than the number of commands executed.
2018-07-23 15:21:17 +02:00

67 lines
1.7 KiB
C++

#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<DxvkDevice>& 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<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();
};
}