| // Copyright 2017 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_BINDGROUPD3D12_H_ |
| #define DAWNNATIVE_D3D12_BINDGROUPD3D12_H_ |
| |
| #include "common/PlacementAllocated.h" |
| #include "common/Serial.h" |
| #include "dawn_native/BindGroup.h" |
| #include "dawn_native/d3d12/d3d12_platform.h" |
| |
| namespace dawn_native { namespace d3d12 { |
| |
| class Device; |
| class ShaderVisibleDescriptorAllocator; |
| |
| class BindGroup : public BindGroupBase, public PlacementAllocated { |
| public: |
| static BindGroup* Create(Device* device, const BindGroupDescriptor* descriptor); |
| |
| BindGroup(Device* device, const BindGroupDescriptor* descriptor); |
| ~BindGroup() override; |
| |
| // Returns true if the BindGroup was successfully populated. |
| ResultOrError<bool> Populate(ShaderVisibleDescriptorAllocator* allocator); |
| |
| D3D12_GPU_DESCRIPTOR_HANDLE GetBaseCbvUavSrvDescriptor() const; |
| D3D12_GPU_DESCRIPTOR_HANDLE GetBaseSamplerDescriptor() const; |
| |
| private: |
| Serial mLastUsageSerial = 0; |
| Serial mHeapSerial = 0; |
| |
| D3D12_GPU_DESCRIPTOR_HANDLE mBaseCbvSrvUavDescriptor = {0}; |
| D3D12_GPU_DESCRIPTOR_HANDLE mBaseSamplerDescriptor = {0}; |
| }; |
| }} // namespace dawn_native::d3d12 |
| |
| #endif // DAWNNATIVE_D3D12_BINDGROUPD3D12_H_ |