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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d11_test.h"
struct Refcount_Check : D3D11GraphicsTest
{
static constexpr const char *Description =
"Ensures that the device etc doesn't delete itself when there are still outstanding "
"references, and also that it *does* delete itself when any cycle is detected.";
int main(int argc, char **argv)
{
// initialise, create window, create device, etc
if(!Init(argc, argv))
return 3;
ID3D11Debug *dbg = NULL;
dev.QueryInterface(__uuidof(ID3D11Debug), &dbg);
dbg->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
ctx->Draw(3, 0);
Present();
}
// remove our references to everything but vb which we take locally
defaultLayout = NULL;
vs = NULL;
ps = NULL;
swap = NULL;
bbTex = NULL;
bbRTV = NULL;
dev1 = NULL;
dev2 = NULL;
ctx = NULL;
ctx1 = NULL;
ctx2 = NULL;
annot = NULL;
ID3D11Buffer *localvb = vb;
localvb->AddRef();
vb = NULL;
ID3D11Device *localdev = dev;
localdev->AddRef();
dev = NULL;
dbg->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
ULONG ret = localvb->Release();
// this should release the VB
TEST_ASSERT(ret == 0, "localvb still has outstanding references");
GET_REFCOUNT(ret, localdev);
// the device should only have at most 2 references - localdev and dbg
TEST_ASSERT(ret <= 2, "device has too many references");
dbg->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
dbg->Release();
dbg = NULL;
GET_REFCOUNT(ret, localdev);
// the device should only have this reference - localdev
TEST_ASSERT(ret == 1, "device has too many references");
ret = localdev->Release();
TEST_ASSERT(ret == 0, "localdev still has outstanding references");
return 0;
}
};
REGISTER_TEST(Refcount_Check);
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