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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.
#ifndef DAWNNATIVE_D3D12_RESOURCEHEAPALLOCATIOND3D12_H_
#define DAWNNATIVE_D3D12_RESOURCEHEAPALLOCATIOND3D12_H_
#include "dawn_native/Error.h"
#include "dawn_native/ResourceMemoryAllocation.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn::native::d3d12 {
class Heap;
class ResourceHeapAllocation : public ResourceMemoryAllocation {
public:
ResourceHeapAllocation() = default;
ResourceHeapAllocation(const AllocationInfo& info,
uint64_t offset,
ComPtr<ID3D12Resource> resource,
Heap* heap);
~ResourceHeapAllocation() override = default;
ResourceHeapAllocation(const ResourceHeapAllocation&) = default;
ResourceHeapAllocation& operator=(const ResourceHeapAllocation&) = default;
void Invalidate() override;
ID3D12Resource* GetD3D12Resource() const;
D3D12_GPU_VIRTUAL_ADDRESS GetGPUPointer() const;
private:
ComPtr<ID3D12Resource> mResource;
};
} // namespace dawn::native::d3d12
#endif // DAWNNATIVE_D3D12_RESOURCEHEAPALLOCATIOND3D12_H_