D3D: Add break on error in debug build

This commit is contained in:
mr.greywater 2015-02-09 13:00:42 +01:00
parent f2f2d61950
commit 3d3a68a2f0
1 changed files with 38 additions and 0 deletions

View File

@ -32,6 +32,7 @@ namespace D3D
ID3D11Device* device = nullptr; ID3D11Device* device = nullptr;
ID3D11DeviceContext* context = nullptr; ID3D11DeviceContext* context = nullptr;
static IDXGISwapChain* swapchain = nullptr; static IDXGISwapChain* swapchain = nullptr;
static ID3D11Debug* debug = nullptr;
D3D_FEATURE_LEVEL featlevel; D3D_FEATURE_LEVEL featlevel;
D3DTexture2D* backbuf = nullptr; D3DTexture2D* backbuf = nullptr;
HWND hWnd; HWND hWnd;
@ -302,6 +303,28 @@ HRESULT Create(HWND wnd)
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device, D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
&featlevel, &context); &featlevel, &context);
// Debugbreak on D3D error
if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&debug)))
{
ID3D11InfoQueue* infoQueue = nullptr;
if (SUCCEEDED(debug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue)))
{
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
D3D11_MESSAGE_ID hide[] =
{
D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS
};
D3D11_INFO_QUEUE_FILTER filter;
memset(&filter, 0, sizeof(filter));
filter.DenyList.NumIDs = sizeof(hide) / sizeof(D3D11_MESSAGE_ID);
filter.DenyList.pIDList = hide;
infoQueue->AddStorageFilterEntries(&filter);
infoQueue->Release();
}
}
} }
if (FAILED(hr)) if (FAILED(hr))
@ -375,6 +398,21 @@ void Close()
SAFE_RELEASE(context); SAFE_RELEASE(context);
ULONG references = device->Release(); ULONG references = device->Release();
#if defined(_DEBUG) || defined(DEBUGFAST)
if (debug)
{
--references; // we didn't release the debug interface yet
if (references)
{
// print out alive objects, but only if we actually have pending references
// note this will also print out internal live objects to the debug console
debug->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
}
SAFE_RELEASE(debug)
}
#endif
if (references) if (references)
{ {
ERROR_LOG(VIDEO, "Unreleased references: %i.", references); ERROR_LOG(VIDEO, "Unreleased references: %i.", references);