D3D12: Enable better live object reporting and cleanup resources on device destruction

This commit is contained in:
Austin Eng 2017-07-26 14:50:51 -04:00 committed by Austin Eng
parent 439d963ccd
commit ba6a36c974
3 changed files with 22 additions and 5 deletions

View File

@ -197,12 +197,17 @@ if (NXT_ENABLE_D3D12)
find_library(DXGI_LIBRARY NAMES dxgi.lib HINTS ${WIN10_SDK_LIB_PATH})
find_library(D3DCOMPILER_LIBRARY NAMES d3dcompiler.lib HINTS ${WIN10_SDK_LIB_PATH})
set(D3D12_LIBRARIES
list(APPEND D3D12_LIBRARIES
${D3D12_LIBRARY}
${DXGI_LIBRARY}
${D3DCOMPILER_LIBRARY}
)
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
find_library(DXGUID_LIBRARY NAMES dxguid.lib HINTS ${WIN10_SDK_LIB_PATH})
list(APPEND D3D12_LIBRARIES ${DXGUID_LIBRARY})
endif()
target_link_libraries(d3d12_autogen glfw nxtcpp ${D3D12_LIBRARIES})
target_include_directories(d3d12_autogen SYSTEM PRIVATE ${D3D12_INCLUDE_DIR} ${DXGI_INCLUDE_DIR})
target_include_directories(d3d12_autogen PRIVATE ${SRC_DIR})

View File

@ -104,10 +104,15 @@ namespace d3d12 {
}
Device::~Device() {
// Wait for all in-flight commands to finish exeuting
const uint64_t currentSerial = GetSerial();
NextSerial();
WaitForSerial(currentSerial);
WaitForSerial(currentSerial); // Wait for all in-flight commands to finish executing
TickImpl(); // Call tick one last time so resources are cleaned up
delete commandAllocatorManager;
delete descriptorHeapAllocator;
delete mapReadRequestTracker;
delete resourceAllocator;
delete resourceUploader;
}
ComPtr<ID3D12Device> Device::GetD3D12Device() {

View File

@ -24,6 +24,9 @@
#include <wrl.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#ifdef _DEBUG
#include <dxgidebug.h>
#endif
using Microsoft::WRL::ComPtr;
@ -55,13 +58,17 @@ namespace utils {
// NOTE: Enabling the debug layer after device creation will invalidate the active device.
{
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
debugController->EnableDebugLayer();
// Enable additional debug layers.
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
ComPtr<IDXGIDebug1> dxgiDebug;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&dxgiDebug)))) {
dxgiDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_FLAGS(DXGI_DEBUG_RLO_ALL));
}
}
#endif