Viewports, Backends: DX12: Fix for crash caused by early resource release. (#3121)
diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp
index 3ead29c..446546f 100644
--- a/examples/imgui_impl_dx12.cpp
+++ b/examples/imgui_impl_dx12.cpp
@@ -815,7 +815,8 @@
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 @@
// 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++)