Patch Update - Fix Release

FIX :

~ Modifie l'ordre des shutdown
+ Ajout de Mutex pour éviter de release et de render la frame en même temp
- Suppression d'un shutdown oublié de ImGui dans systeme class
This commit is contained in:
CatChow0 2024-04-12 16:19:18 +02:00
parent 117d31d788
commit 42226741ce
7 changed files with 137 additions and 27 deletions

View File

@ -88,32 +88,52 @@ bool SystemClass::Initialize()
void SystemClass::Shutdown()
{
logger.Log("Shutting down system class", __FILE__, __LINE__);
std::lock_guard<std::mutex> guard(renderMutex);
// Shutdown imgui
if (m_imguiManager)
{
logger.Log("Shutting down imgui manager", __FILE__, __LINE__);
m_imguiManager->Shutdown();
delete m_imguiManager;
m_imguiManager = 0;
logger.Log("Imgui manager shut down", __FILE__, __LINE__);
}
// Release the application class object.
if (m_Application)
{
logger.Log("Shutting down application", __FILE__, __LINE__);
m_Application->Shutdown();
delete m_Application;
m_Application = 0;
logger.Log("Application shut down", __FILE__, __LINE__);
}
// Release the input object.
if (m_Input)
{
logger.Log("Shutting down input", __FILE__, __LINE__);
delete m_Input;
m_Input = 0;
logger.Log("Input shut down", __FILE__, __LINE__);
}
// Shutdown imgui
if (m_imguiManager)
{
m_imguiManager->Shutdown();
delete m_imguiManager;
m_imguiManager = 0;
}
// Shutdown the window.
ShutdownWindows();
logger.Log("System class shut down", __FILE__, __LINE__);
return;
}
@ -134,14 +154,21 @@ void SystemClass::Run()
// Handle the windows messages.
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if(msg.message == WM_QUIT)
{
done = true;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
// If windows signals to end the application then exit out.
if (msg.message == WM_QUIT)
if (m_Application != nullptr && m_Application->GetShouldQuit())
{
logger.Log("WM_QUIT message received", __FILE__, __LINE__);
logger.Log("Received quit signal from application", __FILE__, __LINE__);
done = true;
}
else
@ -162,6 +189,8 @@ void SystemClass::Run()
bool SystemClass::Frame()
{
std::lock_guard<std::mutex> guard(renderMutex);
bool result;
// Do the input frame processing.
@ -172,6 +201,14 @@ bool SystemClass::Frame()
return false;
}
// Render ImGui
result = m_imguiManager->ImGuiWidgetRenderer(m_Application);
if (!result)
{
logger.Log("Failed to render ImGui widgets", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Do the frame processing for the application class object.
result = m_Application->Frame(m_Input);
if (!result)
@ -180,9 +217,6 @@ bool SystemClass::Frame()
return false;
}
// Render ImGui
m_imguiManager->ImGuiWidgetRenderer(m_Application);
return true;
}
@ -267,6 +301,12 @@ LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam
DragFinish(hDrop);
return 0;
}
case WM_CLOSE:
{
logger.Log("WM_CLOSE message received", __FILE__, __LINE__);
m_Application->SetShouldQuit(true);
return 0;
}
// Any other messages send to the default message handler as our application won't make use of them.
default:
{
@ -365,6 +405,8 @@ void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
void SystemClass::ShutdownWindows()
{
logger.Log("Shutting down windows", __FILE__, __LINE__);
logger.Log("Shutting down the windows", __FILE__, __LINE__);
// Show the mouse cursor.
ShowCursor(true);
@ -386,11 +428,6 @@ void SystemClass::ShutdownWindows()
// Release the pointer to this class.
ApplicationHandle = NULL;
//Releases COM references that ImGui was given on setup
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
return;
}

View File

@ -1,6 +1,6 @@
#include "applicationclass.h"
ApplicationClass::ApplicationClass()
ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
{
m_Direct3D = 0;
m_Camera = 0;
@ -306,131 +306,191 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
void ApplicationClass::Shutdown()
{
logger.Log("Shutting down application class", __FILE__, __LINE__);
// Release the shader manager object.
if (m_ShaderManager)
{
logger.Log("Releasing the shader manager object", __FILE__, __LINE__);
m_ShaderManager->Shutdown();
delete m_ShaderManager;
m_ShaderManager = 0;
logger.Log("Shader manager object released", __FILE__, __LINE__);
}
// Release the frustum class object.
if (m_Frustum)
{
logger.Log("Releasing the frustum class object", __FILE__, __LINE__);
delete m_Frustum;
m_Frustum = 0;
logger.Log("Frustum class object released", __FILE__, __LINE__);
}
// Release the display plane object.
if (m_DisplayPlane)
{
logger.Log("Releasing the display plane object", __FILE__, __LINE__);
m_DisplayPlane->Shutdown();
delete m_DisplayPlane;
m_DisplayPlane = 0;
logger.Log("Display plane object released", __FILE__, __LINE__);
}
// Release the position object.
if (m_Position)
{
logger.Log("Releasing the position object", __FILE__, __LINE__);
delete m_Position;
m_Position = 0;
logger.Log("Position object released", __FILE__, __LINE__);
}
// Release the model list object.
if (m_ModelList)
{
logger.Log("Releasing the model list object", __FILE__, __LINE__);
m_ModelList->Shutdown();
delete m_ModelList;
m_ModelList = 0;
logger.Log("Model list object released", __FILE__, __LINE__);
}
// Release the text objects for the render count string.
if (m_RenderCountString)
{
logger.Log("Releasing the render count string object", __FILE__, __LINE__);
m_RenderCountString->Shutdown();
delete m_RenderCountString;
m_RenderCountString = 0;
logger.Log("Render count string object released", __FILE__, __LINE__);
}
// Release the text objects for the mouse strings.
if (m_MouseStrings)
{
logger.Log("Releasing the mouse strings", __FILE__, __LINE__);
m_MouseStrings[0].Shutdown();
m_MouseStrings[1].Shutdown();
m_MouseStrings[2].Shutdown();
delete[] m_MouseStrings;
m_MouseStrings = 0;
logger.Log("Mouse strings released", __FILE__, __LINE__);
}
// Release the text object for the fps string.
if (m_FpsString)
{
logger.Log("Releasing the fps string object", __FILE__, __LINE__);
m_FpsString->Shutdown();
delete m_FpsString;
m_FpsString = 0;
logger.Log("Fps string object released", __FILE__, __LINE__);
}
// Release the fps object.
if (m_Fps)
{
logger.Log("Releasing the fps object", __FILE__, __LINE__);
delete m_Fps;
m_Fps = 0;
logger.Log("Fps object released", __FILE__, __LINE__);
}
// Release the font object.
if (m_Font)
{
logger.Log("Releasing the font object", __FILE__, __LINE__);
m_Font->Shutdown();
delete m_Font;
m_Font = 0;
logger.Log("Font object released", __FILE__, __LINE__);
}
// Release the font shader object.
if (m_FontShader)
{
logger.Log("Releasing the font shader object", __FILE__, __LINE__);
m_FontShader->Shutdown();
delete m_FontShader;
m_FontShader = 0;
logger.Log("Font shader object released", __FILE__, __LINE__);
}
// Release the timer object.
if (m_Timer)
{
logger.Log("Releasing the timer object", __FILE__, __LINE__);
delete m_Timer;
m_Timer = 0;
logger.Log("Timer object released", __FILE__, __LINE__);
}
// Release the sprite object.
if (m_Sprite)
{
logger.Log("Releasing the sprite object", __FILE__, __LINE__);
m_Sprite->Shutdown();
delete m_Sprite;
m_Sprite = 0;
logger.Log("Sprite object released", __FILE__, __LINE__);
}
for (auto light : m_Lights)
{
logger.Log("Releasing the light object", __FILE__, __LINE__);
if (light)
{
delete light;
light = 0;
}
logger.Log("Light object released", __FILE__, __LINE__);
}
// Release the light object.
if (m_Light)
{
logger.Log("Releasing the light object", __FILE__, __LINE__);
delete m_Light;
m_Light = 0;
logger.Log("Light object released", __FILE__, __LINE__);
}
// Release the model object.
if (m_Model)
{
logger.Log("Releasing the model object", __FILE__, __LINE__);
m_Model->Shutdown();
delete m_Model;
m_Model = 0;
logger.Log("Model object released", __FILE__, __LINE__);
}
}
@ -460,7 +520,8 @@ bool ApplicationClass::Frame(InputClass* Input)
// Check if the user pressed escape and wants to exit the application.
if (Input->IsEscapePressed())
{
return false;
logger.Log("User pressed escape, exiting application", __FILE__, __LINE__);
m_ShouldQuit = true;
}
// Get the location of the mouse from the input object,

View File

@ -29,6 +29,7 @@
#include "rendertextureclass.h"
#include "displayplaneclass.h"
#include "reflectionshaderclass.h"
#include "systemclass.h"
/////////////
@ -75,14 +76,14 @@ public:
XMVECTOR GetLightPosition(int index);
XMVECTOR GetLightColor(int index);
void SetLightPosition(int index, XMVECTOR color);
void SetLightColor(int index, XMVECTOR color);
void DeleteLight(int index);
std::vector<LightClass*> GetLights() const { return m_Lights; };
bool GetShouldQuit() const { return m_ShouldQuit; };
void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
private:
bool Render(float, float, float, float, float);
bool UpdateMouseStrings(int, int, bool);
@ -158,6 +159,12 @@ private :
// ------------------- LOGGER ---------------------- //
// ------------------------------------------------- //
Logger logger;
// ------------------------------------------------- //
// ------------------- OTHER ----------------------- //
// ------------------------------------------------- //
bool m_ShouldQuit;
};
#endif

View File

@ -15,6 +15,6 @@ Pos=60,60
Size=342,82
[Window][Light]
Pos=95,296
Pos=62,180
Size=345,230

View File

@ -201,7 +201,7 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
ImGui::End();
}
void imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
{
// Start the Dear ImGui frame
NewFrame();
@ -255,6 +255,8 @@ void imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
Render();
app->GetDirect3D()->m_swapChain->Present(0, NULL);
return true;
}
void imguiManager::WidgetLightWindow(ApplicationClass* app)

View File

@ -32,7 +32,7 @@ public:
void WidgetTerrainWindow(ApplicationClass* app);
void WidgetLightWindow(ApplicationClass* app);
void ImGuiWidgetRenderer(ApplicationClass* app);
bool ImGuiWidgetRenderer(ApplicationClass* app);
private :
bool showObjectWindow = false;

View File

@ -8,6 +8,7 @@
#include "inputclass.h"
#include "applicationclass.h"
#include "imguiManager.h"
#include <mutex>
#include "resources.h"
class SystemClass
@ -42,6 +43,8 @@ private:
int m_initialWindowHeight;
bool m_isDirect3DInitialized;
bool m_isResizing = false;
std::mutex renderMutex;
};