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