45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright 2017 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 BACKEND_D3D12_RESOURCEALLOCATIONMANAGER_H_
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#define BACKEND_D3D12_RESOURCEALLOCATIONMANAGER_H_
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#include "dawn_native/d3d12/d3d12_platform.h"
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#include "common/SerialQueue.h"
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namespace backend { namespace d3d12 {
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class Device;
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class ResourceAllocator {
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public:
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ResourceAllocator(Device* device);
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ComPtr<ID3D12Resource> Allocate(D3D12_HEAP_TYPE heapType,
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const D3D12_RESOURCE_DESC& resourceDescriptor,
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D3D12_RESOURCE_STATES initialUsage);
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void Release(ComPtr<ID3D12Resource> resource);
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void Tick(uint64_t lastCompletedSerial);
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private:
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Device* mDevice;
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SerialQueue<ComPtr<ID3D12Resource>> mReleasedResources;
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};
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}} // namespace backend::d3d12
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#endif // BACKEND_D3D12_RESOURCEALLOCATIONMANAGER_H_
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