// 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_RESOURCEALLOCATIONMANAGER_H_ #define BACKEND_D3D12_RESOURCEALLOCATIONMANAGER_H_ #include "backend/d3d12/d3d12_platform.h" #include "common/SerialQueue.h" namespace backend { namespace d3d12 { class Device; class ResourceAllocator { public: ResourceAllocator(Device* device); ComPtr Allocate(D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC& resourceDescriptor, D3D12_RESOURCE_STATES initialUsage); void Release(ComPtr resource); void Tick(uint64_t lastCompletedSerial); private: Device* mDevice; SerialQueue> mReleasedResources; }; }} // namespace backend::d3d12 #endif // BACKEND_D3D12_RESOURCEALLOCATIONMANAGER_H_