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// Copyright 2020 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.
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// 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.
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// 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.
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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#ifndef SRC_DAWN_NATIVE_D3D12_GPUDESCRIPTORHEAPALLOCATIOND3D12_H_
#define SRC_DAWN_NATIVE_D3D12_GPUDESCRIPTORHEAPALLOCATIOND3D12_H_
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/d3d12/IntegerTypes.h"
#include "dawn/native/d3d12/d3d12_platform.h"
namespace dawn::native::d3d12 {
// Wrapper for a handle into a GPU-only descriptor heap.
class GPUDescriptorHeapAllocation {
public:
GPUDescriptorHeapAllocation() = default;
GPUDescriptorHeapAllocation(D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor,
ExecutionSerial lastUsageSerial,
HeapVersionID heapSerial);
D3D12_GPU_DESCRIPTOR_HANDLE GetBaseDescriptor() const;
ExecutionSerial GetLastUsageSerial() const;
HeapVersionID GetHeapSerial() const;
private:
D3D12_GPU_DESCRIPTOR_HANDLE mBaseDescriptor = {0};
ExecutionSerial mLastUsageSerial = ExecutionSerial(0);
HeapVersionID mHeapSerial = HeapVersionID(0);
};
} // namespace dawn::native::d3d12
#endif // SRC_DAWN_NATIVE_D3D12_GPUDESCRIPTORHEAPALLOCATIOND3D12_H_