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// Copyright 2020 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/DescriptorHeapAllocationD3D12.h"
#include "dawn_native/Error.h"
namespace dawn_native { namespace d3d12 {
DescriptorHeapAllocation::DescriptorHeapAllocation(
D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptorHandle,
D3D12_GPU_DESCRIPTOR_HANDLE baseGPUDescriptorHandle)
: mBaseCPUDescriptorHandle(baseCPUDescriptorHandle),
mBaseGPUDescriptorHandle(baseGPUDescriptorHandle) {
}
D3D12_GPU_DESCRIPTOR_HANDLE DescriptorHeapAllocation::GetBaseGPUDescriptor() const {
ASSERT(!IsInvalid());
return mBaseGPUDescriptorHandle;
}
D3D12_CPU_DESCRIPTOR_HANDLE DescriptorHeapAllocation::GetBaseCPUDescriptor() const {
ASSERT(!IsInvalid());
return mBaseCPUDescriptorHandle;
}
bool DescriptorHeapAllocation::IsInvalid() const {
return mBaseCPUDescriptorHandle.ptr == 0;
}
}} // namespace dawn_native::d3d12