Ensure we sync GPU work before destroying an output window on D3D12

This commit is contained in:
baldurk
2019-01-24 11:33:52 +00:00
parent 465c114ce0
commit 4f230ab625
@@ -210,6 +210,8 @@ void D3D12Replay::DestroyOutputWindow(uint64_t id)
OutputWindow &outw = it->second;
m_pDevice->FlushLists(true);
SAFE_RELEASE(outw.swap);
SAFE_RELEASE(outw.bb[0]);
SAFE_RELEASE(outw.bb[1]);