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// Copyright 2017 The NXT 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 BACKEND_D3D12_BINDGROUPD3D12_H_
#define BACKEND_D3D12_BINDGROUPD3D12_H_
#include "common/BindGroup.h"
#include "d3d12_platform.h"
#include "DescriptorHeapAllocator.h"
namespace backend {
namespace d3d12 {
class Device;
class BindGroup : public BindGroupBase {
public:
BindGroup(Device* device, BindGroupBuilder* builder);
void RecordDescriptors(const DescriptorHeapHandle &cbvSrvUavHeapStart, uint32_t* cbvUavSrvHeapOffset, const DescriptorHeapHandle &samplerHeapStart, uint32_t* samplerHeapOffset, uint64_t serial);
uint32_t GetCbvUavSrvHeapOffset() const;
uint32_t GetSamplerHeapOffset() const;
uint64_t GetHeapSerial() const;
private:
Device* device;
uint32_t cbvUavSrvHeapOffset;
uint32_t samplerHeapOffset;
uint32_t cbvUavSrvCount = 0;
uint32_t samplerCount = 0;
uint64_t heapSerial = 0;
};
}
}
#endif // BACKEND_D3D12_BINDGROUPD3D12_H_