/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2020 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" RD_TEST(D3D11_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() { // initialise, create window, create device, etc if(!Init()) 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, {0.2f, 0.2f, 0.2f, 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();