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This CL updates the clang format files to have a single shared format between Dawn and Tint. The major changes are tabs are 4 spaces, lines are 100 columns and namespaces are not indented. Bug: dawn:1339 Change-Id: I4208742c95643998d9fd14e77a9cc558071ded39 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87603 Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
44 lines
1.6 KiB
C++
44 lines
1.6 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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#include "dawn/native/d3d12/ResourceHeapAllocationD3D12.h"
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#include <utility>
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#include "dawn/native/d3d12/D3D12Error.h"
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#include "dawn/native/d3d12/HeapD3D12.h"
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namespace dawn::native::d3d12 {
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ResourceHeapAllocation::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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: ResourceMemoryAllocation(info, offset, heap), mResource(std::move(resource)) {
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ASSERT((info.mMethod == AllocationMethod::kExternal) == (heap == nullptr));
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}
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void ResourceHeapAllocation::Invalidate() {
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ResourceMemoryAllocation::Invalidate();
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mResource.Reset();
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}
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ID3D12Resource* ResourceHeapAllocation::GetD3D12Resource() const {
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return mResource.Get();
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}
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D3D12_GPU_VIRTUAL_ADDRESS ResourceHeapAllocation::GetGPUPointer() const {
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return mResource->GetGPUVirtualAddress();
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}
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} // namespace dawn::native::d3d12
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