| // 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. |
| |
| #include "dawn_native/d3d12/CommittedResourceAllocatorD3D12.h" |
| #include "dawn_native/d3d12/DeviceD3D12.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| CommittedResourceAllocator::CommittedResourceAllocator(Device* device, D3D12_HEAP_TYPE heapType) |
| : mDevice(device), mHeapType(heapType) { |
| } |
| |
| ResultOrError<ResourceHeapAllocation> CommittedResourceAllocator::Allocate( |
| const D3D12_RESOURCE_DESC& resourceDescriptor, |
| D3D12_RESOURCE_STATES initialUsage, |
| D3D12_HEAP_FLAGS heapFlags) { |
| D3D12_HEAP_PROPERTIES heapProperties; |
| heapProperties.Type = mHeapType; |
| heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
| heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
| heapProperties.CreationNodeMask = 0; |
| heapProperties.VisibleNodeMask = 0; |
| |
| ComPtr<ID3D12Resource> committedResource; |
| if (FAILED(mDevice->GetD3D12Device()->CreateCommittedResource( |
| &heapProperties, heapFlags, &resourceDescriptor, initialUsage, nullptr, |
| IID_PPV_ARGS(&committedResource)))) { |
| return DAWN_OUT_OF_MEMORY_ERROR("Unable to allocate resource"); |
| } |
| |
| AllocationInfo info; |
| info.mMethod = AllocationMethod::kDirect; |
| |
| return ResourceHeapAllocation{info, |
| /*offset*/ 0, std::move(committedResource)}; |
| } |
| |
| void CommittedResourceAllocator::Deallocate(ResourceHeapAllocation& allocation) { |
| mDevice->ReferenceUntilUnused(allocation.GetD3D12Resource()); |
| } |
| }} // namespace dawn_native::d3d12 |