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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.
#ifndef DAWNNATIVE_D3D12_DESCRIPTORHEAPALLOCATIOND3D12_H_
#define DAWNNATIVE_D3D12_DESCRIPTORHEAPALLOCATIOND3D12_H_
#include "dawn_native/d3d12/d3d12_platform.h"
#include <cstdint>
namespace dawn_native { namespace d3d12 {
// Wrapper for a handle into a GPU-only descriptor heap.
class DescriptorHeapAllocation {
public:
DescriptorHeapAllocation() = default;
DescriptorHeapAllocation(D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptorHandle,
D3D12_GPU_DESCRIPTOR_HANDLE baseGPUDescriptorHandle);
~DescriptorHeapAllocation() = default;
D3D12_GPU_DESCRIPTOR_HANDLE GetBaseGPUDescriptor() const;
D3D12_CPU_DESCRIPTOR_HANDLE GetBaseCPUDescriptor() const;
bool IsInvalid() const;
private:
D3D12_CPU_DESCRIPTOR_HANDLE mBaseCPUDescriptorHandle = {0};
D3D12_GPU_DESCRIPTOR_HANDLE mBaseGPUDescriptorHandle = {0};
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_DESCRIPTORHEAPALLOCATIOND3D12_H_