/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2021-2026 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 "d3d12_test.h" RD_TEST(D3D12_Leak_Check, D3D12GraphicsTest) { static constexpr const char *Description = "Checks that we don't have memory leaks by exiting if memory usage gets too high, so we can " "wait and capture a late frame to check for leaks."; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0"); ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0"); ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri); ID3D12RootSignaturePtr sig = MakeSig({}); ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob); ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4) .RTV() .InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12DescriptorHeapPtr descHeap; { D3D12_DESCRIPTOR_HEAP_DESC desc; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 1; desc.NumDescriptors = 1000000; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; CHECK_HR(dev->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&descHeap)); } while(Running()) { // allow a generous 750MB, we're really only after catching big leaks here and want to be able // to run this test in debug if(GetMemoryUsage() > 750 * 1000 * 1000) { TEST_ERROR("Memory usage of %llu is too high!", GetMemoryUsage()); break; } ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(cmd); ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0); ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f}); ClearRenderTargetView(cmd, MakeRTV(rtvtex).CreateCPU(1), {0.2f, 0.2f, 0.2f, 1.0f}); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); cmd->SetDescriptorHeaps(1, &descHeap.GetInterfacePtr()); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); cmd->SetPipelineState(pso); cmd->SetGraphicsRootSignature(sig); RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight}); OMSetRenderTargets(cmd, {rtv}, {}); cmd->DrawInstanced(3, 1, 0, 0); FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); Submit({cmd}); Present(); } return 0; } }; REGISTER_TEST();