Viewports, Backends: DX12: Fix for crash caused by early resource release. (#3121)
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@ -815,7 +815,8 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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desc.NodeMask = 1;
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IM_ASSERT(g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap)) == S_OK);
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HRESULT hr = g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap));
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IM_ASSERT(hr == S_OK);
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SIZE_T rtv_descriptor_size = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = data->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
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@ -847,12 +848,24 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData)
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{
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// Wait for pending operations to complete to safely release objects below
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HRESULT hr;
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if (data->CommandQueue && data->Fence && data->FenceEvent)
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{
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hr = data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
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IM_ASSERT(hr == S_OK);
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::WaitForSingleObject(data->FenceEvent, 0); // Reset any forgotten waits
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hr = data->Fence->SetEventOnCompletion(data->FenceSignaledValue, data->FenceEvent);
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IM_ASSERT(hr == S_OK);
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::WaitForSingleObject(data->FenceEvent, INFINITE);
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}
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SafeRelease(data->CommandQueue);
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SafeRelease(data->CommandList);
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SafeRelease(data->SwapChain);
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SafeRelease(data->RtvDescHeap);
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SafeRelease(data->Fence);
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::CloseHandle(data->FenceEvent);
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::CloseHandle(data->FenceEvent);
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data->FenceEvent = NULL;
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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