d3d12: Fix crash + use ref instead of copying in some for loops

This commit is contained in:
vlj 2015-06-25 18:34:47 +02:00 committed by Vincent Lejeune
parent 865445e29b
commit 2c802735bd
2 changed files with 16 additions and 16 deletions

View File

@ -485,7 +485,7 @@ void D3D12GSRender::FillVertexShaderConstantsBuffer()
void *constantsBufferMap;
check(m_constantsData.m_heap->Map(0, &range, &constantsBufferMap));
for (auto vertexConstants : m_vertexConstants)
for (const auto &vertexConstants : m_vertexConstants)
{
float data[4] = {
vertexConstants.second.x,

View File

@ -79,13 +79,13 @@ void D3D12GSRender::ResourceStorage::Reset()
m_frameFinishedFence = nullptr;
m_frameFinishedHandle = 0;
for (auto tmp : m_inUseConstantsBuffers)
for (auto &tmp : m_inUseConstantsBuffers)
SAFE_RELEASE(std::get<2>(tmp));
for (auto tmp : m_inUseVertexIndexBuffers)
for (auto &tmp : m_inUseVertexIndexBuffers)
SAFE_RELEASE(std::get<2>(tmp));
for (auto tmp : m_inUseTextureUploadBuffers)
for (auto &tmp : m_inUseTextureUploadBuffers)
SAFE_RELEASE(std::get<2>(tmp));
for (auto tmp : m_inUseTexture2D)
for (auto &tmp : m_inUseTexture2D)
SAFE_RELEASE(std::get<2>(tmp));
m_inUseConstantsBuffers.clear();
m_inUseVertexIndexBuffers.clear();
@ -138,22 +138,22 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
void D3D12GSRender::ResourceStorage::Release()
{
// NOTE: Should be released only if no command are in flight !
for (auto tmp : m_inUseConstantsBuffers)
for (auto &tmp : m_inUseConstantsBuffers)
SAFE_RELEASE(std::get<2>(tmp));
for (auto tmp : m_inUseVertexIndexBuffers)
for (auto &tmp : m_inUseVertexIndexBuffers)
SAFE_RELEASE(std::get<2>(tmp));
for (auto tmp : m_inUseTextureUploadBuffers)
for (auto &tmp : m_inUseTextureUploadBuffers)
SAFE_RELEASE(std::get<2>(tmp));
for (auto tmp : m_inUseTexture2D)
for (auto &tmp : m_inUseTexture2D)
SAFE_RELEASE(std::get<2>(tmp));
m_constantsBufferDescriptorsHeap->Release();
m_scaleOffsetDescriptorHeap->Release();
for (auto tmp : m_inflightResources)
for (auto &tmp : m_inflightResources)
tmp->Release();
m_textureDescriptorsHeap->Release();
m_samplerDescriptorHeap->Release();
for (auto tmp : m_inflightCommandList)
for (auto &tmp : m_inflightCommandList)
tmp->Release();
m_commandAllocator->Release();
m_textureUploadCommandAllocator->Release();
@ -546,7 +546,7 @@ D3D12GSRender::D3D12GSRender()
m_perFrameStorage[1].Reset();
// Convert shader
auto p = compileF32toU8CS();
const auto &p = compileF32toU8CS();
check(
m_device->CreateRootSignature(0, p.second->GetBufferPointer(), p.second->GetBufferSize(), IID_PPV_ARGS(&m_convertRootSignature))
);
@ -609,9 +609,9 @@ D3D12GSRender::~D3D12GSRender()
m_rtts.Release();
for (unsigned i = 0; i < 17; i++)
m_rootSignatures[i]->Release();
for (auto tmp : m_texToClean)
for (auto &tmp : m_texToClean)
tmp->Release();
for (auto tmp : m_texturesCache)
for (auto &tmp : m_texturesCache)
tmp.second->Release();
m_swapChain->Release();
m_outputScalingPass.Release();
@ -1072,8 +1072,8 @@ void D3D12GSRender::Flip()
CloseHandle(storage.m_frameFinishedHandle);
storage.m_frameFinishedFence->Release();
for (unsigned i = 0; i < 4; i++)
cleaningFunction[i]();
for (auto &cleanFunc : cleaningFunction)
cleanFunc();
storage.Reset();
for (auto tmp : textoclean)