rhi: d3d12: Fix finish() when called outside a frame

Pick-to: 6.8
Fixes: QTBUG-133454
Change-Id: I447610917966a9dcd4b80dc8b84156ce985f9ca9
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
(cherry picked from commit 01308ff18e74860dd32472bbff31ca1fabd8339f)
Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
This commit is contained in:
Laszlo Agocs 2025-02-03 14:37:40 +01:00 committed by Qt Cherry-pick Bot
parent 987ff07a85
commit 6446d865be

View File

@ -1900,10 +1900,8 @@ QRhi::FrameOpResult QRhiD3D12::endOffscreenFrame(QRhi::EndFrameFlags flags)
QRhi::FrameOpResult QRhiD3D12::finish() QRhi::FrameOpResult QRhiD3D12::finish()
{ {
if (!inFrame)
return QRhi::FrameOpSuccess;
QD3D12CommandBuffer *cbD = nullptr; QD3D12CommandBuffer *cbD = nullptr;
if (inFrame) {
if (offscreenActive) { if (offscreenActive) {
Q_ASSERT(!currentSwapChain); Q_ASSERT(!currentSwapChain);
cbD = offscreenCb[currentFrameSlot]; cbD = offscreenCb[currentFrameSlot];
@ -1928,18 +1926,20 @@ QRhi::FrameOpResult QRhiD3D12::finish()
cmdQueue->ExecuteCommandLists(1, execList); cmdQueue->ExecuteCommandLists(1, execList);
releaseQueue.activatePendingDeferredReleaseRequests(currentFrameSlot); releaseQueue.activatePendingDeferredReleaseRequests(currentFrameSlot);
}
// full blocking wait for everything, frame slots do not matter now // full blocking wait for everything, frame slots do not matter now
waitGpu(); waitGpu();
hr = cmdAllocators[currentFrameSlot]->Reset(); if (inFrame) {
HRESULT hr = cmdAllocators[currentFrameSlot]->Reset();
if (FAILED(hr)) { if (FAILED(hr)) {
qWarning("Failed to reset command allocator: %s", qWarning("Failed to reset command allocator: %s",
qPrintable(QSystemError::windowsComString(hr))); qPrintable(QSystemError::windowsComString(hr)));
return QRhi::FrameOpError; return QRhi::FrameOpError;
} }
if (!startCommandListForCurrentFrameSlot(&cmdList)) if (!startCommandListForCurrentFrameSlot(&cbD->cmdList))
return QRhi::FrameOpError; return QRhi::FrameOpError;
cbD->resetState(); cbD->resetState();
@ -1948,9 +1948,9 @@ QRhi::FrameOpResult QRhiD3D12::finish()
smallStagingAreas[currentFrameSlot].head = 0; smallStagingAreas[currentFrameSlot].head = 0;
bindShaderVisibleHeaps(cbD); bindShaderVisibleHeaps(cbD);
}
releaseQueue.executeDeferredReleases(currentFrameSlot); releaseQueue.releaseAll();
finishActiveReadbacks(true); finishActiveReadbacks(true);
return QRhi::FrameOpSuccess; return QRhi::FrameOpSuccess;