// Copyright 2019 The Dawn & Tint Authors
//
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// modification, are permitted provided that the following conditions are met:
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// 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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#include "src/dawn/native/d3d12/ResourceHeapAllocationD3D12.h"

#include <utility>

#include "src/dawn/native/d3d/D3DError.h"
#include "src/dawn/native/d3d12/HeapD3D12.h"

namespace dawn::native::d3d12 {
ResourceHeapAllocation::ResourceHeapAllocation(const AllocationInfo& info,
                                               uint64_t offset,
                                               ComPtr<ID3D12Resource> resource,
                                               Heap* heap,
                                               ResourceHeapKind resourceHeapKind)
    : ResourceMemoryAllocation(info, offset, heap),
      mResource(std::move(resource)),
      mResourceHeapKind(resourceHeapKind) {
    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();
}

ResourceHeapKind ResourceHeapAllocation::GetResourceHeapKind() const {
    return mResourceHeapKind;
}

}  // namespace dawn::native::d3d12
