// d3d12-buffer.h #pragma once #include "d3d12-base.h" namespace gfx { namespace d3d12 { using namespace Slang; class BufferResourceImpl : public gfx::BufferResource { public: typedef BufferResource Parent; BufferResourceImpl(const Desc& desc); ~BufferResourceImpl(); D3D12Resource m_resource; ///< The resource in gpu memory, allocated on the correct heap ///< relative to the cpu access flag D3D12_RESOURCE_STATES m_defaultState; virtual SLANG_NO_THROW DeviceAddress SLANG_MCALL getDeviceAddress() override; virtual SLANG_NO_THROW Result SLANG_MCALL getNativeResourceHandle(InteropHandle* outHandle) override; virtual SLANG_NO_THROW Result SLANG_MCALL getSharedHandle(InteropHandle* outHandle) override; virtual SLANG_NO_THROW Result SLANG_MCALL map(MemoryRange* rangeToRead, void** outPointer) override; virtual SLANG_NO_THROW Result SLANG_MCALL unmap(MemoryRange* writtenRange) override; virtual SLANG_NO_THROW Result SLANG_MCALL setDebugName(const char* name) override; }; } // namespace d3d12 } // namespace gfx