| // Copyright 2019 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #include "dawn/native/d3d12/ResourceHeapAllocationD3D12.h" |
| |
| #include <utility> |
| |
| #include "dawn/native/d3d/D3DError.h" |
| #include "dawn/native/d3d12/HeapD3D12.h" |
| |
| namespace dawn::native::d3d12 { |
| ResourceHeapAllocation::ResourceHeapAllocation(const AllocationInfo& info, |
| uint64_t offset, |
| ComPtr<ID3D12Resource> resource, |
| Heap* heap) |
| : ResourceMemoryAllocation(info, offset, heap), mResource(std::move(resource)) { |
| DAWN_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 |