Make D3D12CommandAllocator implement ICommandAllocator interface
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@@ -4,13 +4,14 @@
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#include <wrl/client.h>
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#include <wrl/client.h>
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#include "../Enums.h"
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#include "../Enums.h"
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#include "../CommandAllocator.h"
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using Microsoft::WRL::ComPtr;
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using Microsoft::WRL::ComPtr;
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namespace XCEngine {
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namespace XCEngine {
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namespace RHI {
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namespace RHI {
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class D3D12CommandAllocator {
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class D3D12CommandAllocator : public ICommandAllocator {
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public:
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public:
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D3D12CommandAllocator();
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D3D12CommandAllocator();
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~D3D12CommandAllocator();
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~D3D12CommandAllocator();
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@@ -18,8 +19,8 @@ public:
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bool Initialize(ID3D12Device* device, CommandQueueType type = CommandQueueType::Direct);
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bool Initialize(ID3D12Device* device, CommandQueueType type = CommandQueueType::Direct);
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void Shutdown();
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void Shutdown();
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void Reset();
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void Reset() override;
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bool IsReady() const;
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bool IsReady() const override;
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ID3D12CommandAllocator* GetCommandAllocator() const { return m_commandAllocator.Get(); }
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ID3D12CommandAllocator* GetCommandAllocator() const { return m_commandAllocator.Get(); }
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