d3d12: Clean up swapchains on framebuffer destruction

Reviewed-By: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9959>
This commit is contained in:
Jesse Natalie 2021-03-31 14:12:50 -07:00 committed by Marge Bot
parent aa1643d141
commit 1517fb25a4

View file

@ -64,7 +64,26 @@ static void
d3d12_wgl_framebuffer_destroy(struct stw_winsys_framebuffer *fb,
pipe_context *ctx)
{
FREE(fb);
struct d3d12_wgl_framebuffer *framebuffer = d3d12_wgl_framebuffer(fb);
struct pipe_fence_handle *fence = NULL;
if (ctx) {
/* Ensure all resources are flushed */
ctx->flush(ctx, &fence, PIPE_FLUSH_HINT_FINISH);
if (fence) {
ctx->screen->fence_finish(ctx->screen, ctx, fence, PIPE_TIMEOUT_INFINITE);
ctx->screen->fence_reference(ctx->screen, &fence, NULL);
}
}
for (int i = 0; i < num_buffers; ++i) {
if (framebuffer->buffers[i]) {
d3d12_resource_release(d3d12_resource(framebuffer->buffers[i]));
pipe_resource_reference(&framebuffer->buffers[i], NULL);
}
}
delete framebuffer;
}
static void
@ -208,6 +227,8 @@ d3d12_wgl_create_framebuffer(struct pipe_screen *screen,
if (!fb)
return NULL;
new (fb) struct d3d12_wgl_framebuffer();
fb->window = WindowFromDC(hDC);
fb->screen = d3d12_screen(screen);
fb->base.destroy = d3d12_wgl_framebuffer_destroy;