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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.
#include "dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.h"
#include "dawn_native/Error.h"
namespace dawn_native { namespace d3d12 {
CPUDescriptorHeapAllocation::CPUDescriptorHeapAllocation(
D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor,
uint32_t heapIndex)
: mBaseDescriptor(baseDescriptor), mHeapIndex(heapIndex) {
}
D3D12_CPU_DESCRIPTOR_HANDLE CPUDescriptorHeapAllocation::GetBaseDescriptor() const {
ASSERT(IsValid());
return mBaseDescriptor;
}
D3D12_CPU_DESCRIPTOR_HANDLE CPUDescriptorHeapAllocation::OffsetFrom(
uint32_t sizeIncrementInBytes,
uint32_t offsetInDescriptorCount) const {
ASSERT(IsValid());
D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = mBaseDescriptor;
cpuHandle.ptr += sizeIncrementInBytes * offsetInDescriptorCount;
return cpuHandle;
}
uint32_t CPUDescriptorHeapAllocation::GetHeapIndex() const {
ASSERT(mHeapIndex >= 0);
return mHeapIndex;
}
bool CPUDescriptorHeapAllocation::IsValid() const {
return mBaseDescriptor.ptr != 0;
}
void CPUDescriptorHeapAllocation::Invalidate() {
mBaseDescriptor = {0};
}
}} // namespace dawn_native::d3d12