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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 BACKEND_D3D12_RESOURCEALLOCATIONMANAGER_H_
#define BACKEND_D3D12_RESOURCEALLOCATIONMANAGER_H_
#include "dawn_native/d3d12/d3d12_platform.h"
#include "common/SerialQueue.h"
namespace backend { namespace d3d12 {
class Device;
class ResourceAllocator {
public:
ResourceAllocator(Device* device);
ComPtr<ID3D12Resource> Allocate(D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor,
D3D12_RESOURCE_STATES initialUsage);
void Release(ComPtr<ID3D12Resource> resource);
void Tick(uint64_t lastCompletedSerial);
private:
Device* mDevice;
SerialQueue<ComPtr<ID3D12Resource>> mReleasedResources;
};
}} // namespace backend::d3d12
#endif // BACKEND_D3D12_RESOURCEALLOCATIONMANAGER_H_