76 строки
2.5 KiB
C++
76 строки
2.5 KiB
C++
//--------------------------------------------------------------------------------------
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// File: ResourceUploadBatch.h
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/?LinkID=615561
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//--------------------------------------------------------------------------------------
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#pragma once
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#if defined(_XBOX_ONE) && defined(_TITLE)
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#include <d3d12_x.h>
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#else
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#include <d3d12.h>
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#endif
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#include <future>
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#include <memory>
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namespace DirectX
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{
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// Has a command list of it's own so it can upload at any time.
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class ResourceUploadBatch
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{
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public:
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explicit ResourceUploadBatch(_In_ ID3D12Device* device);
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ResourceUploadBatch(ResourceUploadBatch&& moveFrom);
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ResourceUploadBatch& operator= (ResourceUploadBatch&& moveFrom);
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ResourceUploadBatch(ResourceUploadBatch const&) = delete;
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ResourceUploadBatch& operator= (ResourceUploadBatch const&) = delete;
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virtual ~ResourceUploadBatch();
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// Call this before your multiple calls to Upload.
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void __cdecl Begin();
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// Asynchronously uploads a resource. The memory in subRes is copied.
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// The resource must be in the COPY_DEST state.
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void __cdecl Upload(
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_In_ ID3D12Resource* resource,
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_In_ uint32_t subresourceIndexStart,
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_In_reads_( numSubresources ) D3D12_SUBRESOURCE_DATA* subRes,
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_In_ uint32_t numSubresources);
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// Asynchronously generate mips from a resource.
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// Resource must be in the PIXEL_SHADER_RESOURCE state
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void __cdecl GenerateMips(_In_ ID3D12Resource* resource);
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// Transition a resource once you're done with it
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void __cdecl Transition(
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_In_ ID3D12Resource* resource,
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_In_ D3D12_RESOURCE_STATES stateBefore,
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_In_ D3D12_RESOURCE_STATES stateAfter);
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// Submits all the uploads to the driver.
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// No more uploads can happen after this call until Begin is called again.
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// This returns a handle to an event that can be waited on.
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std::future<void> __cdecl End(
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_In_ ID3D12CommandQueue* commandQueue );
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private:
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// Private implementation.
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class Impl;
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std::unique_ptr<Impl> pImpl;
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};
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}
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