diff options
| author | assiduous <assiduous@diligentgraphics.com> | 2020-10-20 21:06:33 +0000 |
|---|---|---|
| committer | assiduous <assiduous@diligentgraphics.com> | 2020-10-20 21:06:33 +0000 |
| commit | 0c7e8e2efc95362cbc0998558bb41789a3943037 (patch) | |
| tree | a6a6428334ed7bedd28d0cf8ccf9b15b304e2712 /Graphics | |
| parent | Improved exception safety of pipeline state object construction (diff) | |
| download | DiligentCore-0c7e8e2efc95362cbc0998558bb41789a3943037.tar.gz DiligentCore-0c7e8e2efc95362cbc0998558bb41789a3943037.zip | |
Improved exception safety of SRB object creation
Diffstat (limited to 'Graphics')
6 files changed, 206 insertions, 110 deletions
diff --git a/Graphics/GraphicsEngineD3D11/include/ShaderResourceBindingD3D11Impl.hpp b/Graphics/GraphicsEngineD3D11/include/ShaderResourceBindingD3D11Impl.hpp index eb97dfdc..21437e0f 100644 --- a/Graphics/GraphicsEngineD3D11/include/ShaderResourceBindingD3D11Impl.hpp +++ b/Graphics/GraphicsEngineD3D11/include/ShaderResourceBindingD3D11Impl.hpp @@ -100,6 +100,8 @@ public: } private: + void Destruct(); + // The caches are indexed by the shader order in the PSO, not shader index ShaderResourceCacheD3D11* m_pBoundResourceCaches = nullptr; ShaderResourceLayoutD3D11* m_pResourceLayouts = nullptr; diff --git a/Graphics/GraphicsEngineD3D11/src/ShaderResourceBindingD3D11Impl.cpp b/Graphics/GraphicsEngineD3D11/src/ShaderResourceBindingD3D11Impl.cpp index f7ce059b..46833c81 100644 --- a/Graphics/GraphicsEngineD3D11/src/ShaderResourceBindingD3D11Impl.cpp +++ b/Graphics/GraphicsEngineD3D11/src/ShaderResourceBindingD3D11Impl.cpp @@ -31,6 +31,7 @@ #include "DeviceContextD3D11Impl.hpp" #include "RenderDeviceD3D11Impl.hpp" #include "ShaderD3D11Impl.hpp" +#include "LinearAllocator.hpp" namespace Diligent { @@ -49,69 +50,104 @@ ShaderResourceBindingD3D11Impl::ShaderResourceBindingD3D11Impl(IReferenceCounter m_bIsStaticResourcesBound{false} // clang-format on { - m_ResourceLayoutIndex.fill(-1); - m_NumActiveShaders = static_cast<Uint8>(pPSO->GetNumShaderStages()); + try + { + m_ResourceLayoutIndex.fill(-1); + m_NumActiveShaders = static_cast<Uint8>(pPSO->GetNumShaderStages()); - // clang-format off - m_pResourceLayouts = ALLOCATE(GetRawAllocator(), "Raw memory for ShaderResourceLayoutD3D11", ShaderResourceLayoutD3D11, m_NumActiveShaders); - m_pBoundResourceCaches = ALLOCATE(GetRawAllocator(), "Raw memory for ShaderResourceCacheD3D11", ShaderResourceCacheD3D11, m_NumActiveShaders); - // clang-format on + LinearAllocator MemPool{GetRawAllocator()}; + MemPool.AddSpace<ShaderResourceCacheD3D11>(m_NumActiveShaders); + MemPool.AddSpace<ShaderResourceLayoutD3D11>(m_NumActiveShaders); + + MemPool.Reserve(); + + m_pBoundResourceCaches = MemPool.ConstructArray<ShaderResourceCacheD3D11>(m_NumActiveShaders); + + // The memory is now owned by ShaderResourceBindingD3D11Impl and will be freed by Destruct(). + auto* Ptr = MemPool.ReleaseOwnership(); + VERIFY_EXPR(Ptr == m_pBoundResourceCaches); + (void)Ptr; - const auto& PSODesc = pPSO->GetDesc(); + m_pResourceLayouts = MemPool.Allocate<ShaderResourceLayoutD3D11>(m_NumActiveShaders); + for (Uint8 s = 0; s < m_NumActiveShaders; ++s) + new (m_pResourceLayouts + s) ShaderResourceLayoutD3D11{*this, m_pBoundResourceCaches[s]}; // noexcept - // Reserve memory for resource layouts - for (Uint8 s = 0; s < m_NumActiveShaders; ++s) + // It is important to construct all objects before initializing them because if an exception is thrown, + // destructors will be called for all objects + + const auto& PSODesc = pPSO->GetDesc(); + + // Reserve memory for resource layouts + for (Uint8 s = 0; s < m_NumActiveShaders; ++s) + { + auto* pShaderD3D11 = pPSO->GetShader(s); + + auto& SRBMemAllocator = pPSO->GetSRBMemoryAllocator(); + auto& ResCacheDataAllocator = SRBMemAllocator.GetResourceCacheDataAllocator(s); + auto& ResLayoutDataAllocator = SRBMemAllocator.GetShaderVariableDataAllocator(s); + + // Initialize resource cache to have enough space to contain all shader resources, including static ones + // Static resources are copied before resources are committed + const auto& Resources = *pShaderD3D11->GetD3D11Resources(); + m_pBoundResourceCaches[s].Initialize(Resources, ResCacheDataAllocator); + + // Shader resource layout will only contain dynamic and mutable variables + // http://diligentgraphics.com/diligent-engine/architecture/d3d11/shader-resource-cache#Shader-Resource-Cache-Initialization + SHADER_RESOURCE_VARIABLE_TYPE VarTypes[] = {SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE, SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC}; + m_pResourceLayouts[s].Initialize( + pShaderD3D11->GetD3D11Resources(), + PSODesc.ResourceLayout, + VarTypes, + _countof(VarTypes), + ResCacheDataAllocator, + ResLayoutDataAllocator // + ); + + const auto ShaderType = pShaderD3D11->GetDesc().ShaderType; + const auto ShaderInd = GetShaderTypePipelineIndex(ShaderType, PSODesc.PipelineType); + VERIFY_EXPR(ShaderType == m_pResourceLayouts[s].GetShaderType()); + m_ShaderTypes[s] = ShaderType; + + m_ResourceLayoutIndex[ShaderInd] = s; + } + } + catch (...) { - auto* pShaderD3D11 = pPSO->GetShader(s); - - auto& SRBMemAllocator = pPSO->GetSRBMemoryAllocator(); - auto& ResCacheDataAllocator = SRBMemAllocator.GetResourceCacheDataAllocator(s); - auto& ResLayoutDataAllocator = SRBMemAllocator.GetShaderVariableDataAllocator(s); - - // Initialize resource cache to have enough space to contain all shader resources, including static ones - // Static resources are copied before resources are committed - const auto& Resources = *pShaderD3D11->GetD3D11Resources(); - new (m_pBoundResourceCaches + s) ShaderResourceCacheD3D11; - m_pBoundResourceCaches[s].Initialize(Resources, ResCacheDataAllocator); - - // Shader resource layout will only contain dynamic and mutable variables - // http://diligentgraphics.com/diligent-engine/architecture/d3d11/shader-resource-cache#Shader-Resource-Cache-Initialization - SHADER_RESOURCE_VARIABLE_TYPE VarTypes[] = {SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE, SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC}; - new (m_pResourceLayouts + s) ShaderResourceLayoutD3D11{*this, m_pBoundResourceCaches[s]}; - m_pResourceLayouts[s].Initialize( - pShaderD3D11->GetD3D11Resources(), - PSODesc.ResourceLayout, - VarTypes, - _countof(VarTypes), - ResCacheDataAllocator, - ResLayoutDataAllocator // - ); - - const auto ShaderType = pShaderD3D11->GetDesc().ShaderType; - const auto ShaderInd = GetShaderTypePipelineIndex(ShaderType, PSODesc.PipelineType); - VERIFY_EXPR(ShaderType == m_pResourceLayouts[s].GetShaderType()); - m_ShaderTypes[s] = ShaderType; - - m_ResourceLayoutIndex[ShaderInd] = s; + Destruct(); + throw; } } ShaderResourceBindingD3D11Impl::~ShaderResourceBindingD3D11Impl() { - auto* pPSOD3D11Impl = ValidatedCast<PipelineStateD3D11Impl>(m_pPSO); - for (Uint32 s = 0; s < m_NumActiveShaders; ++s) + Destruct(); +} + +void ShaderResourceBindingD3D11Impl::Destruct() +{ + if (m_pResourceLayouts != nullptr) + { + for (Int32 l = 0; l < m_NumActiveShaders; ++l) + { + m_pResourceLayouts[l].~ShaderResourceLayoutD3D11(); + } + } + + if (m_pBoundResourceCaches != nullptr) { - auto& Allocator = pPSOD3D11Impl->GetSRBMemoryAllocator().GetResourceCacheDataAllocator(s); - m_pBoundResourceCaches[s].Destroy(Allocator); - m_pBoundResourceCaches[s].~ShaderResourceCacheD3D11(); + auto& SRBMemAllocator = m_pPSO->GetSRBMemoryAllocator(); + for (Uint32 s = 0; s < m_NumActiveShaders; ++s) + { + auto& Allocator = SRBMemAllocator.GetResourceCacheDataAllocator(s); + m_pBoundResourceCaches[s].Destroy(Allocator); + m_pBoundResourceCaches[s].~ShaderResourceCacheD3D11(); + } } - GetRawAllocator().Free(m_pBoundResourceCaches); - for (Int32 l = 0; l < m_NumActiveShaders; ++l) + if (void* pRawMem = m_pBoundResourceCaches) { - m_pResourceLayouts[l].~ShaderResourceLayoutD3D11(); + GetRawAllocator().Free(pRawMem); } - GetRawAllocator().Free(m_pResourceLayouts); } IMPLEMENT_QUERY_INTERFACE(ShaderResourceBindingD3D11Impl, IID_ShaderResourceBindingD3D11, TBase) diff --git a/Graphics/GraphicsEngineD3D12/include/ShaderResourceBindingD3D12Impl.hpp b/Graphics/GraphicsEngineD3D12/include/ShaderResourceBindingD3D12Impl.hpp index 846cb329..7be3372d 100644 --- a/Graphics/GraphicsEngineD3D12/include/ShaderResourceBindingD3D12Impl.hpp +++ b/Graphics/GraphicsEngineD3D12/include/ShaderResourceBindingD3D12Impl.hpp @@ -78,6 +78,8 @@ public: } private: + void Destruct(); + ShaderResourceCacheD3D12 m_ShaderResourceCache; ShaderVariableManagerD3D12* m_pShaderVarMgrs = nullptr; diff --git a/Graphics/GraphicsEngineD3D12/src/ShaderResourceBindingD3D12Impl.cpp b/Graphics/GraphicsEngineD3D12/src/ShaderResourceBindingD3D12Impl.cpp index 1c5ae5f5..1511bd01 100644 --- a/Graphics/GraphicsEngineD3D12/src/ShaderResourceBindingD3D12Impl.cpp +++ b/Graphics/GraphicsEngineD3D12/src/ShaderResourceBindingD3D12Impl.cpp @@ -30,6 +30,7 @@ #include "PipelineStateD3D12Impl.hpp" #include "ShaderD3D12Impl.hpp" #include "RenderDeviceD3D12Impl.hpp" +#include "LinearAllocator.hpp" namespace Diligent { @@ -48,48 +49,73 @@ ShaderResourceBindingD3D12Impl::ShaderResourceBindingD3D12Impl(IReferenceCounter m_NumShaders {static_cast<decltype(m_NumShaders)>(pPSO->GetNumShaderStages())} // clang-format on { - m_ResourceLayoutIndex.fill(-1); + try + { + m_ResourceLayoutIndex.fill(-1); + + LinearAllocator MemPool{GetRawAllocator()}; + MemPool.AddSpace<ShaderVariableManagerD3D12>(m_NumShaders); + MemPool.Reserve(); + m_pShaderVarMgrs = MemPool.ConstructArray<ShaderVariableManagerD3D12>(m_NumShaders, std::ref(*this), std::ref(m_ShaderResourceCache)); - auto* pRenderDeviceD3D12Impl = ValidatedCast<RenderDeviceD3D12Impl>(pPSO->GetDevice()); - auto& ResCacheDataAllocator = pPSO->GetSRBMemoryAllocator().GetResourceCacheDataAllocator(0); - pPSO->GetRootSignature().InitResourceCache(pRenderDeviceD3D12Impl, m_ShaderResourceCache, ResCacheDataAllocator); + // The memory is now owned by ShaderResourceBindingD3D12Impl and will be freed by Destruct(). + auto* Ptr = MemPool.ReleaseOwnership(); + VERIFY_EXPR(Ptr == m_pShaderVarMgrs); + (void)Ptr; - m_pShaderVarMgrs = ALLOCATE(GetRawAllocator(), "Raw memory for ShaderVariableManagerD3D12", ShaderVariableManagerD3D12, m_NumShaders); + // It is important to construct all objects before initializing them because if an exception is thrown, + // destructors will be called for all objects - for (Uint32 s = 0; s < m_NumShaders; ++s) + auto* pRenderDeviceD3D12Impl = ValidatedCast<RenderDeviceD3D12Impl>(pPSO->GetDevice()); + auto& ResCacheDataAllocator = pPSO->GetSRBMemoryAllocator().GetResourceCacheDataAllocator(0); + pPSO->GetRootSignature().InitResourceCache(pRenderDeviceD3D12Impl, m_ShaderResourceCache, ResCacheDataAllocator); + + for (Uint32 s = 0; s < m_NumShaders; ++s) + { + const auto ShaderType = pPSO->GetShaderStageType(s); + const auto& SrcLayout = pPSO->GetShaderResLayout(s); + const auto ShaderInd = GetShaderTypePipelineIndex(ShaderType, pPSO->GetDesc().PipelineType); + + auto& VarDataAllocator = pPSO->GetSRBMemoryAllocator().GetShaderVariableDataAllocator(s); + + // http://diligentgraphics.com/diligent-engine/architecture/d3d12/shader-resource-layout#Initializing-Resource-Layouts-in-a-Shader-Resource-Binding-Object + const SHADER_RESOURCE_VARIABLE_TYPE AllowedVarTypes[] = {SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE, SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC}; + m_pShaderVarMgrs[s].Initialize( + SrcLayout, + VarDataAllocator, + AllowedVarTypes, + _countof(AllowedVarTypes) // + ); + + m_ResourceLayoutIndex[ShaderInd] = static_cast<Int8>(s); + } + } + catch (...) { - auto ShaderType = pPSO->GetShaderStageType(s); - auto ShaderInd = GetShaderTypePipelineIndex(ShaderType, pPSO->GetDesc().PipelineType); - - auto& VarDataAllocator = pPSO->GetSRBMemoryAllocator().GetShaderVariableDataAllocator(s); - - // http://diligentgraphics.com/diligent-engine/architecture/d3d12/shader-resource-layout#Initializing-Resource-Layouts-in-a-Shader-Resource-Binding-Object - const SHADER_RESOURCE_VARIABLE_TYPE AllowedVarTypes[] = {SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE, SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC}; - const auto& SrcLayout = pPSO->GetShaderResLayout(s); - // Create shader variable manager in place - new (m_pShaderVarMgrs + s) ShaderVariableManagerD3D12{*this, m_ShaderResourceCache}; - m_pShaderVarMgrs[s].Initialize( - SrcLayout, - VarDataAllocator, - AllowedVarTypes, - _countof(AllowedVarTypes) // - ); - - m_ResourceLayoutIndex[ShaderInd] = static_cast<Int8>(s); + Destruct(); + throw; } } + ShaderResourceBindingD3D12Impl::~ShaderResourceBindingD3D12Impl() { - auto* pPSO = ValidatedCast<PipelineStateD3D12Impl>(m_pPSO); - for (Uint32 s = 0; s < m_NumShaders; ++s) + Destruct(); +} + +void ShaderResourceBindingD3D12Impl::Destruct() +{ + if (m_pShaderVarMgrs != nullptr) { - auto& VarDataAllocator = pPSO->GetSRBMemoryAllocator().GetShaderVariableDataAllocator(s); - m_pShaderVarMgrs[s].Destroy(VarDataAllocator); - m_pShaderVarMgrs[s].~ShaderVariableManagerD3D12(); + auto& SRBMemAllocator = m_pPSO->GetSRBMemoryAllocator(); + for (Uint32 s = 0; s < m_NumShaders; ++s) + { + auto& VarDataAllocator = SRBMemAllocator.GetShaderVariableDataAllocator(s); + m_pShaderVarMgrs[s].Destroy(VarDataAllocator); + m_pShaderVarMgrs[s].~ShaderVariableManagerD3D12(); + } + GetRawAllocator().Free(m_pShaderVarMgrs); } - - GetRawAllocator().Free(m_pShaderVarMgrs); } IMPLEMENT_QUERY_INTERFACE(ShaderResourceBindingD3D12Impl, IID_ShaderResourceBindingD3D12, TBase) diff --git a/Graphics/GraphicsEngineVulkan/include/ShaderResourceBindingVkImpl.hpp b/Graphics/GraphicsEngineVulkan/include/ShaderResourceBindingVkImpl.hpp index 026bb9da..00f2c33a 100644 --- a/Graphics/GraphicsEngineVulkan/include/ShaderResourceBindingVkImpl.hpp +++ b/Graphics/GraphicsEngineVulkan/include/ShaderResourceBindingVkImpl.hpp @@ -76,6 +76,8 @@ public: bool StaticResourcesInitialized() const { return m_bStaticResourcesInitialized; } private: + void Destruct(); + ShaderResourceCacheVk m_ShaderResourceCache; ShaderVariableManagerVk* m_pShaderVarMgrs = nullptr; diff --git a/Graphics/GraphicsEngineVulkan/src/ShaderResourceBindingVkImpl.cpp b/Graphics/GraphicsEngineVulkan/src/ShaderResourceBindingVkImpl.cpp index 21b216db..3e4a65cf 100644 --- a/Graphics/GraphicsEngineVulkan/src/ShaderResourceBindingVkImpl.cpp +++ b/Graphics/GraphicsEngineVulkan/src/ShaderResourceBindingVkImpl.cpp @@ -30,6 +30,7 @@ #include "PipelineStateVkImpl.hpp" #include "ShaderVkImpl.hpp" #include "RenderDeviceVkImpl.hpp" +#include "LinearAllocator.hpp" namespace Diligent { @@ -47,52 +48,79 @@ ShaderResourceBindingVkImpl::ShaderResourceBindingVkImpl(IReferenceCounters* pR m_ShaderResourceCache{ShaderResourceCacheVk::DbgCacheContentType::SRBResources} // clang-format on { - m_ResourceLayoutIndex.fill(-1); + try + { + m_ResourceLayoutIndex.fill(-1); - m_NumShaders = static_cast<decltype(m_NumShaders)>(pPSO->GetNumShaderStages()); + m_NumShaders = static_cast<decltype(m_NumShaders)>(pPSO->GetNumShaderStages()); - auto* pRenderDeviceVkImpl = pPSO->GetDevice(); - // This will only allocate memory and initialize descriptor sets in the resource cache - // Resources will be initialized by InitializeResourceMemoryInCache() - auto& ResourceCacheDataAllocator = pPSO->GetSRBMemoryAllocator().GetResourceCacheDataAllocator(0); - pPSO->GetPipelineLayout().InitResourceCache(pRenderDeviceVkImpl, m_ShaderResourceCache, ResourceCacheDataAllocator, pPSO->GetDesc().Name); + LinearAllocator MemPool{GetRawAllocator()}; + MemPool.AddSpace<ShaderVariableManagerVk>(m_NumShaders); + MemPool.Reserve(); + m_pShaderVarMgrs = MemPool.ConstructArray<ShaderVariableManagerVk>(m_NumShaders, std::ref(*this), std::ref(m_ShaderResourceCache)); - m_pShaderVarMgrs = ALLOCATE(GetRawAllocator(), "Raw memory for ShaderVariableManagerVk", ShaderVariableManagerVk, m_NumShaders); + // The memory is now owned by ShaderResourceBindingVkImpl and will be freed by Destruct(). + auto* Ptr = MemPool.ReleaseOwnership(); + VERIFY_EXPR(Ptr == m_pShaderVarMgrs); + (void)Ptr; - for (Uint32 s = 0; s < m_NumShaders; ++s) - { - auto ShaderInd = GetShaderTypePipelineIndex(pPSO->GetShaderStageType(s), pPSO->GetDesc().PipelineType); + // It is important to construct all objects before initializing them because if an exception is thrown, + // destructors will be called for all objects - m_ResourceLayoutIndex[ShaderInd] = static_cast<Int8>(s); + auto* pRenderDeviceVkImpl = pPSO->GetDevice(); + // This will only allocate memory and initialize descriptor sets in the resource cache + // Resources will be initialized by InitializeResourceMemoryInCache() + auto& ResourceCacheDataAllocator = pPSO->GetSRBMemoryAllocator().GetResourceCacheDataAllocator(0); + pPSO->GetPipelineLayout().InitResourceCache(pRenderDeviceVkImpl, m_ShaderResourceCache, ResourceCacheDataAllocator, pPSO->GetDesc().Name); - auto& VarDataAllocator = pPSO->GetSRBMemoryAllocator().GetShaderVariableDataAllocator(s); + for (Uint32 s = 0; s < m_NumShaders; ++s) + { + auto ShaderInd = GetShaderTypePipelineIndex(pPSO->GetShaderStageType(s), pPSO->GetDesc().PipelineType); - const auto& SrcLayout = pPSO->GetShaderResLayout(s); - // Use source layout to initialize resource memory in the cache - SrcLayout.InitializeResourceMemoryInCache(m_ShaderResourceCache); + m_ResourceLayoutIndex[ShaderInd] = static_cast<Int8>(s); - // Create shader variable manager in place - // Initialize vars manager to reference mutable and dynamic variables - // Note that the cache has space for all variable types - const SHADER_RESOURCE_VARIABLE_TYPE VarTypes[] = {SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE, SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC}; - new (m_pShaderVarMgrs + s) ShaderVariableManagerVk{*this, m_ShaderResourceCache}; - m_pShaderVarMgrs[s].Initialize(SrcLayout, VarDataAllocator, VarTypes, _countof(VarTypes)); - } + auto& VarDataAllocator = pPSO->GetSRBMemoryAllocator().GetShaderVariableDataAllocator(s); + + const auto& SrcLayout = pPSO->GetShaderResLayout(s); + // Use source layout to initialize resource memory in the cache + SrcLayout.InitializeResourceMemoryInCache(m_ShaderResourceCache); + + // Create shader variable manager in place + // Initialize vars manager to reference mutable and dynamic variables + // Note that the cache has space for all variable types + const SHADER_RESOURCE_VARIABLE_TYPE VarTypes[] = {SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE, SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC}; + m_pShaderVarMgrs[s].Initialize(SrcLayout, VarDataAllocator, VarTypes, _countof(VarTypes)); + } #ifdef DILIGENT_DEBUG - m_ShaderResourceCache.DbgVerifyResourceInitialization(); + m_ShaderResourceCache.DbgVerifyResourceInitialization(); #endif + } + catch (...) + { + Destruct(); + throw; + } } ShaderResourceBindingVkImpl::~ShaderResourceBindingVkImpl() { - for (Uint32 s = 0; s < m_NumShaders; ++s) + Destruct(); +} + +void ShaderResourceBindingVkImpl::Destruct() +{ + if (m_pShaderVarMgrs != nullptr) { - auto& VarDataAllocator = m_pPSO->GetSRBMemoryAllocator().GetShaderVariableDataAllocator(s); - m_pShaderVarMgrs[s].DestroyVariables(VarDataAllocator); - m_pShaderVarMgrs[s].~ShaderVariableManagerVk(); - } + auto& SRBMemAllocator = m_pPSO->GetSRBMemoryAllocator(); + for (Uint32 s = 0; s < m_NumShaders; ++s) + { + auto& VarDataAllocator = SRBMemAllocator.GetShaderVariableDataAllocator(s); + m_pShaderVarMgrs[s].DestroyVariables(VarDataAllocator); + m_pShaderVarMgrs[s].~ShaderVariableManagerVk(); + } - GetRawAllocator().Free(m_pShaderVarMgrs); + GetRawAllocator().Free(m_pShaderVarMgrs); + } } IMPLEMENT_QUERY_INTERFACE(ShaderResourceBindingVkImpl, IID_ShaderResourceBindingVk, TBase) |
