Viewports, Backends: DX12: Fix for crash caused by early resource release. (#3121)

docking
SergeyN 5 years ago committed by omar
parent b8e2b2bd6b
commit 013013737f

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

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