Fixes a crash on exit in Horizon Zero Dawn (with SM 6.0 support added). The docs state it is required: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12dev...
-- v2: vkd3d: Add an internal reference to a heap when a resource is placed there.
From: Conor McCarthy cmccarthy@codeweavers.com
Fixes a crash on exit in Horizon Zero Dawn (if SM 6.0 support is added).
The docs state it is required: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12dev... --- libs/vkd3d/resource.c | 28 +++++++++++++++++++++++++--- libs/vkd3d/vkd3d_private.h | 1 + 2 files changed, 26 insertions(+), 3 deletions(-)
diff --git a/libs/vkd3d/resource.c b/libs/vkd3d/resource.c index 8c050cfe..3f4ebb9d 100644 --- a/libs/vkd3d/resource.c +++ b/libs/vkd3d/resource.c @@ -339,6 +339,25 @@ static void d3d12_heap_destroy(struct d3d12_heap *heap) d3d12_device_release(device); }
+static ULONG d3d12_heap_incref(struct d3d12_heap *heap) +{ + ULONG refcount = InterlockedIncrement(&heap->internal_refcount); + + TRACE("%p increasing refcount to %u.\n", heap, refcount); + + return refcount; +} + +static ULONG d3d12_heap_decref(struct d3d12_heap *heap) +{ + ULONG refcount = InterlockedDecrement(&heap->internal_refcount); + + if (!refcount) + d3d12_heap_destroy(heap); + + return refcount; +} + static ULONG STDMETHODCALLTYPE d3d12_heap_Release(ID3D12Heap *iface) { struct d3d12_heap *heap = impl_from_ID3D12Heap(iface); @@ -347,7 +366,7 @@ static ULONG STDMETHODCALLTYPE d3d12_heap_Release(ID3D12Heap *iface) TRACE("%p decreasing refcount to %u.\n", heap, refcount);
if (!refcount) - d3d12_heap_destroy(heap); + d3d12_heap_decref(heap);
return refcount; } @@ -561,6 +580,7 @@ static HRESULT d3d12_heap_init(struct d3d12_heap *heap,
heap->ID3D12Heap_iface.lpVtbl = &d3d12_heap_vtbl; heap->refcount = 1; + heap->internal_refcount = 1;
heap->is_private = !!resource;
@@ -1027,8 +1047,8 @@ static void d3d12_resource_destroy(struct d3d12_resource *resource, struct d3d12 else VK_CALL(vkDestroyImage(device->vk_device, resource->u.vk_image, NULL));
- if (resource->flags & VKD3D_RESOURCE_DEDICATED_HEAP) - d3d12_heap_destroy(resource->heap); + if (resource->heap) + d3d12_heap_decref(resource->heap); }
static ULONG d3d12_resource_incref(struct d3d12_resource *resource) @@ -1941,6 +1961,8 @@ static HRESULT vkd3d_bind_heap_memory(struct d3d12_device *device, { resource->heap = heap; resource->heap_offset = heap_offset; + /* Resources are required to keep a reference to their heap. */ + d3d12_heap_incref(heap); } else { diff --git a/libs/vkd3d/vkd3d_private.h b/libs/vkd3d/vkd3d_private.h index 075b67c2..c5484e38 100644 --- a/libs/vkd3d/vkd3d_private.h +++ b/libs/vkd3d/vkd3d_private.h @@ -563,6 +563,7 @@ struct d3d12_heap { ID3D12Heap ID3D12Heap_iface; LONG refcount; + LONG internal_refcount;
bool is_private; D3D12_HEAP_DESC desc;
On Fri Mar 17 13:46:14 2023 +0000, Conor McCarthy wrote:
For example, `d3d12_committed_resource_create()` assigns
`resource->heap` (inside `vkd3d_allocate_resource_memory()`), but doesn't increment its reference count. The heap is created with `internal_refcount = 1` so this decref is required to free it. Valgrind reports no leaks in test_create_committed_resource().
Right. Anyway, now it feels better.
This merge request was approved by Giovanni Mascellani.
Fixes a crash on exit in Horizon Zero Dawn (with SM 6.0 support added). The docs state it is required: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12dev...
What I'm missing in this patch/MR is: - Why do we need an internal reference count here instead of e.g. using ID3D12Heap_AddRef()? It turns out that we have a test that shows creating a placed resource doesn't increment the publicly visible reference count, but I had to go look that up. - Why can't we have a test for this?