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// Copyright 2019 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/ResourceHeapAllocationD3D12.h"
#include "dawn_native/d3d12/HeapD3D12.h"
#include <utility>
namespace dawn_native { namespace d3d12 {
ResourceHeapAllocation::ResourceHeapAllocation(const AllocationInfo& info,
uint64_t offset,
ComPtr<ID3D12Resource> resource,
Heap* heap)
: ResourceMemoryAllocation(info, offset, heap), mResource(std::move(resource)) {
ASSERT((info.mMethod == AllocationMethod::kExternal) == (heap == nullptr));
}
void ResourceHeapAllocation::Invalidate() {
ResourceMemoryAllocation::Invalidate();
mResource.Reset();
}
ID3D12Resource* ResourceHeapAllocation::GetD3D12Resource() const {
return mResource.Get();
}
D3D12_GPU_VIRTUAL_ADDRESS ResourceHeapAllocation::GetGPUPointer() const {
return mResource->GetGPUVirtualAddress();
}
}} // namespace dawn_native::d3d12