diff --git a/renderdoc/driver/d3d12/d3d12_device.cpp b/renderdoc/driver/d3d12/d3d12_device.cpp index 09ff62bc4..2469ca924 100644 --- a/renderdoc/driver/d3d12/d3d12_device.cpp +++ b/renderdoc/driver/d3d12/d3d12_device.cpp @@ -2493,6 +2493,8 @@ void WrappedID3D12Device::ReplayLog(uint32_t startEventID, uint32_t endEventID, // signalled or waited. So instead we just signal a dummy fence each new 'frame' for(size_t i = 0; i < m_Queues.size(); i++) m_Queues[i]->Signal(m_QueueFences[i], m_GPUSyncCounter); + + FlushLists(true); } D3D12ChunkType header = (D3D12ChunkType)m_pSerialiser->PushContext(NULL, NULL, 1, false);