[PATCH v2 1/2] vkd3d: Do not release resources in vkResetCommandPool
Hans-Kristian Arntzen
post at arntzen-software.no
Tue Oct 1 09:01:54 CDT 2019
D3D12 command allocators are intended to recycle memory across resets,
so we should do the same thing in vkd3d.
Signed-off-by: Hans-Kristian Arntzen <post at arntzen-software.no>
---
libs/vkd3d/command.c | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c
index ae88910..2d6d02d 100644
--- a/libs/vkd3d/command.c
+++ b/libs/vkd3d/command.c
@@ -1648,8 +1648,8 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_allocator_Reset(ID3D12CommandAllo
allocator->command_buffer_count = 0;
}
- if ((vr = VK_CALL(vkResetCommandPool(device->vk_device, allocator->vk_command_pool,
- VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT))))
+ /* The intent here is to recycle memory, so do not use RELEASE_RESOURCES_BIT here. */
+ if ((vr = VK_CALL(vkResetCommandPool(device->vk_device, allocator->vk_command_pool, 0))))
{
WARN("Resetting command pool failed, vr %d.\n", vr);
return hresult_from_vk_result(vr);
--
2.23.0
More information about the wine-devel
mailing list