| // 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 |