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// debug-transient-heap.h
#pragma once
#include "debug-base.h"
namespace gfx
{
using namespace Slang;
namespace debug
{
class DebugTransientResourceHeap : public DebugObject<ITransientResourceHeap>
{
public:
SLANG_COM_OBJECT_IUNKNOWN_ADD_REF;
SLANG_COM_OBJECT_IUNKNOWN_RELEASE;
public:
virtual SLANG_NO_THROW SlangResult SLANG_MCALL queryInterface(SlangUUID const& uuid, void** outObject) override;
virtual SLANG_NO_THROW Result SLANG_MCALL synchronizeAndReset() override;
virtual SLANG_NO_THROW Result SLANG_MCALL finish() override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createCommandBuffer(ICommandBuffer** outCommandBuffer) override;
};
class DebugTransientResourceHeapD3D12 : public DebugObject<ITransientResourceHeapD3D12>
{
public:
SLANG_COM_OBJECT_IUNKNOWN_ADD_REF;
SLANG_COM_OBJECT_IUNKNOWN_RELEASE;
public:
virtual SLANG_NO_THROW SlangResult SLANG_MCALL queryInterface(SlangUUID const& uuid, void** outObject) override;
virtual SLANG_NO_THROW Result SLANG_MCALL allocateTransientDescriptorTable(
DescriptorType type,
GfxCount count,
Offset& outDescriptorOffset,
void** outD3DDescriptorHeapHandle) override;
};
} // namespace debug
} // namespace gfx
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