Brandon Jones f3bb4f4f32 Residency 2: Create a d3d12::Heap During Direct Allocations
When creating a directly allocated resource in D3D12, also create a
dawn_native::d3d12::Heap to represent that allocation alongside the
ResourceHeapAllocation. This matches D3D12's allocation model when using
CreateCommittedResource and makes residency management much easier.

Bug: dawn:193
Change-Id: I2280863dcfca57bad72962a2b097f8f2d4cc7dad
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16381
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
2020-03-09 15:53:19 +00:00

68 lines
2.1 KiB
C++

// Copyright 2018 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_FORWARD_H_
#define DAWNNATIVE_D3D12_FORWARD_H_
#include "dawn_native/ToBackend.h"
namespace dawn_native { namespace d3d12 {
class Adapter;
class BindGroup;
class BindGroupLayout;
class Buffer;
class CommandBuffer;
class ComputePipeline;
class Device;
class Heap;
class PipelineLayout;
class Queue;
class RenderPipeline;
class Sampler;
class ShaderModule;
class StagingBuffer;
class SwapChain;
class Texture;
class TextureView;
struct D3D12BackendTraits {
using AdapterType = Adapter;
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using CommandBufferType = CommandBuffer;
using ComputePipelineType = ComputePipeline;
using DeviceType = Device;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPipelineType = RenderPipeline;
using ResourceHeapType = Heap;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using StagingBufferType = StagingBuffer;
using SwapChainType = SwapChain;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template <typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<D3D12BackendTraits>(common)) {
return ToBackendBase<D3D12BackendTraits>(common);
}
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_FORWARD_H_