// Copyright 2019 The Dawn 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 DAWNNATIVE_D3D12_RESOURCEHEAPALLOCATIOND3D12_H_ #define DAWNNATIVE_D3D12_RESOURCEHEAPALLOCATIOND3D12_H_ #include "dawn_native/ResourceMemoryAllocation.h" #include "dawn_native/d3d12/d3d12_platform.h" namespace dawn_native { namespace d3d12 { class Heap; class ResourceHeapAllocation : public ResourceMemoryAllocation { public: ResourceHeapAllocation() = default; ResourceHeapAllocation(const AllocationInfo& info, uint64_t offset, ComPtr resource, Heap* heap); ~ResourceHeapAllocation() override = default; void Invalidate() override; ID3D12Resource* GetD3D12Resource() const; D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const; private: ComPtr mResource; }; }} // namespace dawn_native::d3d12 #endif // DAWNNATIVE_D3D12_RESOURCEHEAPALLOCATIOND3D12_H_