// 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_HEAPALLOCATORD3D12_H_ #define DAWNNATIVE_D3D12_HEAPALLOCATORD3D12_H_ #include "dawn_native/ResourceHeapAllocator.h" #include "dawn_native/d3d12/d3d12_platform.h" namespace dawn_native { namespace d3d12 { class Device; // Wrapper to allocate a D3D12 heap. class HeapAllocator : public ResourceHeapAllocator { public: HeapAllocator(Device* device, D3D12_HEAP_TYPE heapType, D3D12_HEAP_FLAGS heapFlags); ~HeapAllocator() override = default; ResultOrError> AllocateResourceHeap( uint64_t size) override; void DeallocateResourceHeap(std::unique_ptr allocation) override; private: Device* mDevice; D3D12_HEAP_TYPE mHeapType; D3D12_HEAP_FLAGS mHeapFlags; }; }} // namespace dawn_native::d3d12 #endif // DAWNNATIVE_D3D12_HEAPALLOCATORD3D12_H_