Member rename: src/backend/d3d12

This commit is contained in:
Corentin Wallez
2017-11-23 11:14:03 -08:00
committed by Corentin Wallez
parent 903c563b43
commit e00385af73
40 changed files with 338 additions and 338 deletions

View File

@@ -45,7 +45,7 @@ namespace d3d12 {
};
}
ResourceAllocator::ResourceAllocator(Device* device) : device(device) {
ResourceAllocator::ResourceAllocator(Device* device) : mDevice(device) {
}
ComPtr<ID3D12Resource> ResourceAllocator::Allocate(D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC &resourceDescriptor, D3D12_RESOURCE_STATES initialUsage) {
@@ -67,7 +67,7 @@ namespace d3d12 {
ComPtr<ID3D12Resource> resource;
// TODO(enga@google.com): Use CreatePlacedResource
ASSERT_SUCCESS(device->GetD3D12Device()->CreateCommittedResource(
ASSERT_SUCCESS(mDevice->GetD3D12Device()->CreateCommittedResource(
heapProperties,
D3D12_HEAP_FLAG_NONE,
&resourceDescriptor,
@@ -81,11 +81,11 @@ namespace d3d12 {
void ResourceAllocator::Release(ComPtr<ID3D12Resource> resource) {
// Resources may still be in use on the GPU. Enqueue them so that we hold onto them until GPU execution has completed
releasedResources.Enqueue(resource, device->GetSerial());
mReleasedResources.Enqueue(resource, mDevice->GetSerial());
}
void ResourceAllocator::Tick(uint64_t lastCompletedSerial) {
releasedResources.ClearUpTo(lastCompletedSerial);
mReleasedResources.ClearUpTo(lastCompletedSerial);
}
}