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Use original allocators when re-recording all commands. Refs #457
* We have to use the original allocators when re-recording because the capture may record multiple command buffers at the same time, requiring multiple allocators.
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@@ -190,10 +190,6 @@ bool WrappedID3D12GraphicsCommandList::Serialise_Reset(ID3D12CommandAllocator *p
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pInitialState =
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State == ResourceId() ? NULL : GetResourceManager()->GetLiveAs<ID3D12PipelineState>(State);
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// pull all re-recorded commands from our own device and command pool for easier cleanup
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if(!partial)
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pAllocator = m_pDevice->GetAlloc();
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ID3D12GraphicsCommandList *list = NULL;
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HRESULT hr = m_pDevice->CreateCommandList(nodeMask, type, pAllocator, pInitialState, riid,
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(void **)&list);
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