// 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. #include "dawn/native/d3d12/ResourceHeapAllocationD3D12.h" #include #include "dawn/native/d3d12/D3D12Error.h" #include "dawn/native/d3d12/HeapD3D12.h" namespace dawn::native::d3d12 { ResourceHeapAllocation::ResourceHeapAllocation(const AllocationInfo& info, uint64_t offset, ComPtr resource, Heap* heap) : ResourceMemoryAllocation(info, offset, heap), mResource(std::move(resource)) { ASSERT((info.mMethod == AllocationMethod::kExternal) == (heap == nullptr)); } void ResourceHeapAllocation::Invalidate() { ResourceMemoryAllocation::Invalidate(); mResource.Reset(); } ID3D12Resource* ResourceHeapAllocation::GetD3D12Resource() const { return mResource.Get(); } D3D12_GPU_VIRTUAL_ADDRESS ResourceHeapAllocation::GetGPUPointer() const { return mResource->GetGPUVirtualAddress(); } } // namespace dawn::native::d3d12