From 67450b6180741210f02ee53bc9ad1245e1d1fc5f Mon Sep 17 00:00:00 2001 From: baldurk Date: Thu, 5 Jan 2017 18:55:45 +0100 Subject: [PATCH] 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. --- renderdoc/driver/d3d12/d3d12_command_list_wrap.cpp | 4 ---- 1 file changed, 4 deletions(-) diff --git a/renderdoc/driver/d3d12/d3d12_command_list_wrap.cpp b/renderdoc/driver/d3d12/d3d12_command_list_wrap.cpp index 1e0035412..4e407f929 100644 --- a/renderdoc/driver/d3d12/d3d12_command_list_wrap.cpp +++ b/renderdoc/driver/d3d12/d3d12_command_list_wrap.cpp @@ -190,10 +190,6 @@ bool WrappedID3D12GraphicsCommandList::Serialise_Reset(ID3D12CommandAllocator *p pInitialState = State == ResourceId() ? NULL : GetResourceManager()->GetLiveAs(State); - // pull all re-recorded commands from our own device and command pool for easier cleanup - if(!partial) - pAllocator = m_pDevice->GetAlloc(); - ID3D12GraphicsCommandList *list = NULL; HRESULT hr = m_pDevice->CreateCommandList(nodeMask, type, pAllocator, pInitialState, riid, (void **)&list);