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Backends: DX12: Fixed OBJECT_DELETED_WHILE_STILL_IN_USE on viewport resizing. (#3210)
Tested with detaching/attaching a viewport and resizing it. DX12 debug layer is clean.
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@ -846,14 +846,10 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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static void ImGui_WaitForPendingOperations(ImGuiViewportDataDx12* data)
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{
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{
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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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HRESULT hr = S_FALSE;
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if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData)
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if (data && data->CommandQueue && data->Fence && data->FenceEvent)
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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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{
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hr = data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
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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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IM_ASSERT(hr == S_OK);
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@ -862,6 +858,14 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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IM_ASSERT(hr == S_OK);
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IM_ASSERT(hr == S_OK);
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::WaitForSingleObject(data->FenceEvent, INFINITE);
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::WaitForSingleObject(data->FenceEvent, INFINITE);
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}
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}
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}
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static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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{
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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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ImGui_WaitForPendingOperations(data);
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SafeRelease(data->CommandQueue);
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SafeRelease(data->CommandQueue);
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SafeRelease(data->CommandList);
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SafeRelease(data->CommandList);
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@ -887,6 +891,8 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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{
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{
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ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
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ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
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ImGui_WaitForPendingOperations(data);
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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SafeRelease(data->FrameCtx[i].RenderTarget);
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SafeRelease(data->FrameCtx[i].RenderTarget);
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