blob: d100262b1b4d59c036ea14b89903371da8506630 [file] [log] [blame] [edit]
// Copyright 2023 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/d3d11/BindGroupD3D11.h"
#include <memory>
#include "dawn/native/Texture.h"
#include "dawn/native/d3d11/BindGroupLayoutD3D11.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
namespace dawn::native::d3d11 {
// static
ResultOrError<Ref<BindGroup>> BindGroup::Create(
Device* device,
const UnpackedPtr<BindGroupDescriptor>& descriptor) {
Ref<BindGroup> bindGroup = ToBackend(descriptor->layout->GetInternalBindGroupLayout())
->AllocateBindGroup(device, descriptor);
DAWN_TRY(bindGroup->Initialize(descriptor));
return bindGroup;
}
BindGroup::BindGroup(Device* device, const UnpackedPtr<BindGroupDescriptor>& descriptor)
: BindGroupBase(this, device, descriptor) {}
BindGroup::~BindGroup() = default;
MaybeError BindGroup::InitializeImpl() {
return {};
}
void BindGroup::DeleteThis() {
// This function must first run the destructor and then deallocate memory. Take a reference to
// the BindGroupLayout+SlabAllocator before running the destructor so this function can access
// it afterwards and it's not destroyed prematurely.
Ref<BindGroupLayout> layout = ToBackend(GetLayout());
BindGroupBase::DeleteThis();
layout->DeallocateBindGroup(this);
}
} // namespace dawn::native::d3d11