Not sure complex resource releasing logic is needed

* I think we're mostly covered by the requirement that resources stay
  alive until GPU execution is finished.
This commit is contained in:
baldurk
2016-10-18 15:10:04 +02:00
parent 4253094557
commit b220a61d79
-2
View File
@@ -1284,8 +1284,6 @@ bool WrappedID3D12Device::Serialise_ReleaseResource(Serialiser *localSerialiser,
void WrappedID3D12Device::ReleaseResource(ID3D12DeviceChild *res)
{
D3D12NOTIMP("ReleaseResource");
ResourceId id = GetResID(res);
{