mirror of https://github.com/godotengine/godot
Fix a command buffer leak that occurs in dx12
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2b7ea6223b
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@ -2292,6 +2292,19 @@ bool RenderingDeviceDriverD3D12::command_pool_reset(CommandPoolID p_cmd_pool) {
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void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) {
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CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
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// Destroy all command buffers associated with this command pool, mirroring Vulkan's behavior.
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SelfList<CommandBufferInfo> *cmd_buf_elem = command_pool->command_buffers.first();
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while (cmd_buf_elem != nullptr) {
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CommandBufferInfo *cmd_buf_info = cmd_buf_elem->self();
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cmd_buf_elem = cmd_buf_elem->next();
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cmd_buf_info->cmd_list.Reset();
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cmd_buf_info->cmd_allocator.Reset();
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VersatileResource::free(resources_allocator, cmd_buf_info);
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}
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memdelete(command_pool);
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}
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@ -2300,7 +2313,7 @@ void RenderingDeviceDriverD3D12::command_pool_free(CommandPoolID p_cmd_pool) {
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RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandPoolID p_cmd_pool) {
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DEV_ASSERT(p_cmd_pool);
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const CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
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CommandPoolInfo *command_pool = (CommandPoolInfo *)(p_cmd_pool.id);
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D3D12_COMMAND_LIST_TYPE list_type;
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if (command_pool->buffer_type == COMMAND_BUFFER_TYPE_SECONDARY) {
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list_type = D3D12_COMMAND_LIST_TYPE_BUNDLE;
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@ -2336,6 +2349,9 @@ RDD::CommandBufferID RenderingDeviceDriverD3D12::command_buffer_create(CommandPo
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cmd_buf_info->cmd_allocator = cmd_allocator;
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cmd_buf_info->cmd_list = cmd_list;
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// Add this command buffer to the command pool's list of command buffers.
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command_pool->command_buffers.add(&cmd_buf_info->command_buffer_info_elem);
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return CommandBufferID(cmd_buf_info);
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}
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@ -430,6 +430,9 @@ private:
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struct CommandPoolInfo {
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CommandQueueFamilyID queue_family;
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CommandBufferType buffer_type = COMMAND_BUFFER_TYPE_PRIMARY;
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// Since there are no command pools in D3D12, we need to track the command buffers created by this pool
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// so that we can free them when the pool is freed.
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SelfList<CommandBufferInfo>::List command_buffers;
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};
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public:
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@ -458,6 +461,9 @@ private:
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// Leveraging knowledge of actual usage and D3D12 specifics (namely, command lists from the same allocator
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// can't be freely begun and ended), an allocator per list works better.
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struct CommandBufferInfo {
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// Store a self list reference to be used by the command pool.
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SelfList<CommandBufferInfo> command_buffer_info_elem{ this };
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ComPtr<ID3D12CommandAllocator> cmd_allocator;
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ComPtr<ID3D12GraphicsCommandList> cmd_list;
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