Merge pull request #8465 from CookiePLMonster/d3d-common-cleanup
D3DCommon: Cleanups and resource leak fix
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commit
9822a2d582
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@ -72,20 +72,20 @@ void UnloadLibraries()
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s_libraries_loaded = false;
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}
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IDXGIFactory* CreateDXGIFactory(bool debug_device)
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Microsoft::WRL::ComPtr<IDXGIFactory> CreateDXGIFactory(bool debug_device)
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{
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IDXGIFactory* factory;
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Microsoft::WRL::ComPtr<IDXGIFactory> factory;
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// Use Win8.1 version if available.
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if (create_dxgi_factory2 &&
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SUCCEEDED(create_dxgi_factory2(debug_device ? DXGI_CREATE_FACTORY_DEBUG : 0,
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IID_PPV_ARGS(&factory))))
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IID_PPV_ARGS(factory.GetAddressOf()))))
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{
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return factory;
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}
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// Fallback to original version, without debug support.
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HRESULT hr = create_dxgi_factory(IID_PPV_ARGS(&factory));
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HRESULT hr = create_dxgi_factory(IID_PPV_ARGS(factory.ReleaseAndGetAddressOf()));
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if (FAILED(hr))
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{
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PanicAlert("CreateDXGIFactory() failed with HRESULT %08X", hr);
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@ -98,14 +98,14 @@ IDXGIFactory* CreateDXGIFactory(bool debug_device)
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std::vector<std::string> GetAdapterNames()
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{
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Microsoft::WRL::ComPtr<IDXGIFactory> factory;
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HRESULT hr = create_dxgi_factory(IID_PPV_ARGS(&factory));
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if (!SUCCEEDED(hr))
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HRESULT hr = create_dxgi_factory(IID_PPV_ARGS(factory.GetAddressOf()));
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if (FAILED(hr))
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return {};
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std::vector<std::string> adapters;
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IDXGIAdapter* adapter;
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while (factory->EnumAdapters(static_cast<UINT>(adapters.size()), &adapter) !=
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DXGI_ERROR_NOT_FOUND)
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Microsoft::WRL::ComPtr<IDXGIAdapter> adapter;
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while (factory->EnumAdapters(static_cast<UINT>(adapters.size()),
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adapter.ReleaseAndGetAddressOf()) != DXGI_ERROR_NOT_FOUND)
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{
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std::string name;
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DXGI_ADAPTER_DESC desc;
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@ -268,53 +268,22 @@ AbstractTextureFormat GetAbstractFormatForDXGIFormat(DXGI_FORMAT format)
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}
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}
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void SetDebugObjectName(IUnknown* resource, const char* format, ...)
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void SetDebugObjectName(IUnknown* resource, std::string_view name)
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{
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if (!g_ActiveConfig.bEnableValidationLayer)
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return;
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std::va_list ap;
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va_start(ap, format);
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std::string name = StringFromFormatV(format, ap);
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va_end(ap);
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Microsoft::WRL::ComPtr<ID3D11DeviceChild> child11;
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Microsoft::WRL::ComPtr<ID3D12DeviceChild> child12;
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if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child11))))
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if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(child11.GetAddressOf()))))
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{
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child11->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(name.length()),
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name.c_str());
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name.data());
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}
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else if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child12))))
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else if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(child12.GetAddressOf()))))
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{
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child12->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(name.length()),
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name.c_str());
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name.data());
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}
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}
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std::string GetDebugObjectName(IUnknown* resource)
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{
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if (!g_ActiveConfig.bEnableValidationLayer)
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return {};
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std::string name;
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UINT size = 0;
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Microsoft::WRL::ComPtr<ID3D11DeviceChild> child11;
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Microsoft::WRL::ComPtr<ID3D12DeviceChild> child12;
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if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child11))))
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{
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child11->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr);
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name.resize(size);
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child11->GetPrivateData(WKPDID_D3DDebugObjectName, &size, name.data());
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}
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else if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child12))))
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{
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child12->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr);
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name.resize(size);
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child12->GetPrivateData(WKPDID_D3DDebugObjectName, &size, name.data());
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}
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return name;
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}
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} // namespace D3DCommon
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@ -8,6 +8,7 @@
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#include <dxgiformat.h>
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#include <string>
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#include <vector>
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#include <wrl/client.h>
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#include "Common/CommonTypes.h"
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@ -25,7 +26,7 @@ void UnloadLibraries();
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std::vector<std::string> GetAdapterNames();
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// Helper function which creates a DXGI factory.
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IDXGIFactory* CreateDXGIFactory(bool debug_device);
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Microsoft::WRL::ComPtr<IDXGIFactory> CreateDXGIFactory(bool debug_device);
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// Globally-accessible D3DCompiler function.
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extern pD3DCompile d3d_compile;
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@ -40,6 +41,5 @@ AbstractTextureFormat GetAbstractFormatForDXGIFormat(DXGI_FORMAT format);
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// This function will assign a name to the given resource.
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// The DirectX debug layer will make it easier to identify resources that way,
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// e.g. when listing up all resources who have unreleased references.
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void SetDebugObjectName(IUnknown* resource, const char* format, ...);
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std::string GetDebugObjectName(IUnknown* resource);
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void SetDebugObjectName(IUnknown* resource, std::string_view name);
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} // namespace D3DCommon
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