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// 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 "dawn_native/BindGroup.h"
#include "dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.h"
#include "dawn_native/d3d12/GPUDescriptorHeapAllocationD3D12.h"
namespace dawn_native { namespace d3d12 {
class Device;
class SamplerHeapCacheEntry;
class ShaderVisibleDescriptorAllocator;
class StagingDescriptorAllocator;
class BindGroup final : public BindGroupBase, public PlacementAllocated {
public:
static ResultOrError<BindGroup*> Create(Device* device,
const BindGroupDescriptor* descriptor);
BindGroup(Device* device,
const BindGroupDescriptor* descriptor,
uint32_t viewSizeIncrement,
const CPUDescriptorHeapAllocation& viewAllocation);
// Returns true if the BindGroup was successfully populated.
bool PopulateViews(ShaderVisibleDescriptorAllocator* viewAllocator);
bool PopulateSamplers(Device* device, ShaderVisibleDescriptorAllocator* samplerAllocator);
D3D12_GPU_DESCRIPTOR_HANDLE GetBaseViewDescriptor() const;
D3D12_GPU_DESCRIPTOR_HANDLE GetBaseSamplerDescriptor() const;
void SetSamplerAllocationEntry(Ref<SamplerHeapCacheEntry> entry);
private:
~BindGroup() override;
Ref<SamplerHeapCacheEntry> mSamplerAllocationEntry;
GPUDescriptorHeapAllocation mGPUViewAllocation;
CPUDescriptorHeapAllocation mCPUViewAllocation;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_BINDGROUPD3D12_H_