46 lines
1.5 KiB
C++
46 lines
1.5 KiB
C++
// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef DAWNNATIVE_D3D12_RESOURCEHEAPALLOCATIOND3D12_H_
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#define DAWNNATIVE_D3D12_RESOURCEHEAPALLOCATIOND3D12_H_
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#include "dawn_native/ResourceMemoryAllocation.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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namespace dawn_native { namespace d3d12 {
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class Heap;
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class ResourceHeapAllocation : public ResourceMemoryAllocation {
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public:
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ResourceHeapAllocation() = default;
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ResourceHeapAllocation(const AllocationInfo& info,
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uint64_t offset,
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ComPtr<ID3D12Resource> resource,
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Heap* heap);
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~ResourceHeapAllocation() override = default;
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void Invalidate() override;
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ID3D12Resource* GetD3D12Resource() const;
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D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const;
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private:
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ComPtr<ID3D12Resource> mResource;
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};
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}} // namespace dawn_native::d3d12
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#endif // DAWNNATIVE_D3D12_RESOURCEHEAPALLOCATIOND3D12_H_
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