| // Copyright 2019 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_COMMITTEDRESOURCEALLOCATORD3D12_H_ |
| #define DAWNNATIVE_D3D12_COMMITTEDRESOURCEALLOCATORD3D12_H_ |
| |
| #include "common/SerialQueue.h" |
| #include "dawn_native/Error.h" |
| #include "dawn_native/ResourceMemoryAllocation.h" |
| #include "dawn_native/d3d12/d3d12_platform.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| class Device; |
| |
| // Wrapper to allocate D3D12 committed resource. |
| // Committed resources are implicitly backed by a D3D12 heap. |
| class CommittedResourceAllocator { |
| public: |
| CommittedResourceAllocator(Device* device, D3D12_HEAP_TYPE heapType); |
| ~CommittedResourceAllocator() = default; |
| |
| ResultOrError<ResourceMemoryAllocation> Allocate( |
| const D3D12_RESOURCE_DESC& resourceDescriptor, |
| D3D12_RESOURCE_STATES initialUsage, |
| D3D12_HEAP_FLAGS heapFlags); |
| void Deallocate(ResourceMemoryAllocation& allocation); |
| |
| private: |
| Device* mDevice; |
| D3D12_HEAP_TYPE mHeapType; |
| }; |
| |
| }} // namespace dawn_native::d3d12 |
| |
| #endif // DAWNNATIVE_D3D12_COMMITTEDRESOURCEALLOCATORD3D12_H_ |