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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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