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// 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
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