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@@ -164,9 +164,9 @@ void DirectX12::initialize( WFenster * fenster, Vec2<int> backBufferSize, bool f
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}
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D3D12SerializeVersionedRootSignatureFunction d3d12svrsf = (D3D12SerializeVersionedRootSignatureFunction)GetProcAddress( d3d12DLL, "D3D12SerializeVersionedRootSignature" );
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D3D12SerializeRootSignatureFunction d3d12srsf = (D3D12SerializeRootSignatureFunction)GetProcAddress( d3d12DLL, "D3D12SerializeRootSignature" );
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-#ifdef _DEBUG
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D3D12GetDebugInterfaceFunction getDebugInterface = (D3D12GetDebugInterfaceFunction)GetProcAddress( d3d12DLL, "D3D12GetDebugInterface" );
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getDebugInterface( __uuidof( ID3D12Debug ), (void **)& debug );
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+#ifdef _DEBUG
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debug->EnableDebugLayer();
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#endif
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IDXGIFactory4 *factory;
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@@ -192,12 +192,14 @@ void DirectX12::initialize( WFenster * fenster, Vec2<int> backBufferSize, bool f
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res = factory->EnumAdapters1( index++, ¤t );
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if( res == S_OK )
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{
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+ ID3D12Device2 *device = 0;
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DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
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current->GetDesc1( &dxgiAdapterDesc1 );
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if( ( dxgiAdapterDesc1.Flags &DXGI_ADAPTER_FLAG_SOFTWARE ) == 0 &&
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dxgiAdapterDesc1.DedicatedVideoMemory > maxVideoMemory &&
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- SUCCEEDED( createDevice( current, D3D_FEATURE_LEVEL_12_1, __uuidof( ID3D12Device2 ), 0 ) ) )
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+ SUCCEEDED( createDevice( current, D3D_FEATURE_LEVEL_12_1, __uuidof( ID3D12Device2 ), (void**)&device ) ) )
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{
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+ device->Release();
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if( best )
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best->Release();
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best = current;
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@@ -989,6 +991,12 @@ bool DirectX12::isAvailable()
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getDLLRegister()->releaseDLL( "d3d12.dll" );
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return 0;
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}
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+ D3D12GetDebugInterfaceFunction getDebugInterface = (D3D12GetDebugInterfaceFunction)GetProcAddress( d3d12DLL, "D3D12GetDebugInterface" );
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+ ID3D12Debug *debug = 0;
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+ getDebugInterface( __uuidof( ID3D12Debug ), (void **)&debug );
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+#ifdef _DEBUG
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+ debug->EnableDebugLayer();
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+#endif
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IDXGIFactory4 *factory;
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UINT createFactoryFlags = 0;
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#if defined(_DEBUG)
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@@ -1010,11 +1018,14 @@ bool DirectX12::isAvailable()
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{
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DXGI_ADAPTER_DESC1 dxgiAdapterDesc1;
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current->GetDesc1( &dxgiAdapterDesc1 );
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+ ID3D12Device2 *device = 0;
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if( ( dxgiAdapterDesc1.Flags &DXGI_ADAPTER_FLAG_SOFTWARE ) == 0 &&
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- SUCCEEDED( createDevice( current, D3D_FEATURE_LEVEL_12_1, __uuidof( ID3D12Device2 ), 0 ) ) )
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+ SUCCEEDED( createDevice( current, D3D_FEATURE_LEVEL_12_1, __uuidof( ID3D12Device2 ), (void**)&device ) ) )
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{
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+ device->Release();
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current->Release();
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factory->Release();
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+ debug->Release();
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getDLLRegister()->releaseDLL( "dxgi.dll" );
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getDLLRegister()->releaseDLL( "d3d12.dll" );
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return 1;
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