Revert "Use Microsoft's ComPtr to wrap D3D12 objects."
This reverts commit 0ef049177f3c932e865177c71e2cb40e95a5b98b.
Reason for revert: Looks like this is introducing a memory leak.
Original change's description:
> Use Microsoft's ComPtr to wrap D3D12 objects.
>
> Change-Id: I4bd173428a2b65f0bc1994fb794ef9d4d68d5ba0
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/314957
> Reviewed-by: Brian Salomon <bsalomon@google.com>
> Reviewed-by: Greg Daniel <egdaniel@google.com>
> Commit-Queue: Jim Van Verth <jvanverth@google.com>
TBR=egdaniel@google.com,jvanverth@google.com,bsalomon@google.com
Change-Id: Ib0333c00a7f8c3650bd2b077cbdfb6926c5870f4
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/315653
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
diff --git a/tools/gpu/d3d/D3DTestUtils.cpp b/tools/gpu/d3d/D3DTestUtils.cpp
index e104e62..574c7fd 100644
--- a/tools/gpu/d3d/D3DTestUtils.cpp
+++ b/tools/gpu/d3d/D3DTestUtils.cpp
@@ -39,7 +39,7 @@
#if defined(SK_ENABLE_D3D_DEBUG_LAYER)
// Enable the D3D12 debug layer.
{
- ComPtr<ID3D12Debug> debugController;
+ gr_cp<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
@@ -47,23 +47,23 @@
}
#endif
// Create the device
- ComPtr<IDXGIFactory4> factory;
+ gr_cp<IDXGIFactory4> factory;
if (!SUCCEEDED(CreateDXGIFactory1(IID_PPV_ARGS(&factory)))) {
return false;
}
- ComPtr<IDXGIAdapter1> hardwareAdapter;
- get_hardware_adapter(factory.Get(), &hardwareAdapter);
+ gr_cp<IDXGIAdapter1> hardwareAdapter;
+ get_hardware_adapter(factory.get(), &hardwareAdapter);
- ComPtr<ID3D12Device> device;
- if (!SUCCEEDED(D3D12CreateDevice(hardwareAdapter.Get(),
+ gr_cp<ID3D12Device> device;
+ if (!SUCCEEDED(D3D12CreateDevice(hardwareAdapter.get(),
D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&device)))) {
return false;
}
// Create the command queue
- ComPtr<ID3D12CommandQueue> queue;
+ gr_cp<ID3D12CommandQueue> queue;
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;