// Copyright 2017 The NXT Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef BACKEND_D3D12_RESOURCEUPLOADER_H_ #define BACKEND_D3D12_RESOURCEUPLOADER_H_ #include "d3d12_platform.h" #include "common/Forward.h" namespace backend { namespace d3d12 { class Device; class ResourceUploader { public: ResourceUploader(Device* device); void UploadToBuffer(ComPtr resource, uint32_t start, uint32_t count, const uint8_t* data); private: struct UploadHandle { ComPtr resource; uint8_t* mappedBuffer; }; UploadHandle GetUploadBuffer(uint32_t requiredSize); void Release(UploadHandle uploadHandle); Device* device; }; } } #endif // BACKEND_D3D12_RESOURCEUPLOADER_H_