Don't pool-allocate D3D12 shaders

This commit is contained in:
baldurk
2020-09-10 13:35:16 +01:00
parent e9360a819f
commit fb19ccb535
3 changed files with 1 additions and 14 deletions
@@ -38,8 +38,6 @@ const GUID RENDERDOC_ID3D12ShaderGUID_ShaderDebugMagicValue = RENDERDOC_ShaderDe
ALL_D3D12_TYPES;
WRAPPED_POOL_INST(WrappedID3D12Shader);
D3D12ResourceType IdentifyTypeByPtr(ID3D12Object *ptr)
{
if(ptr == NULL)
@@ -74,9 +72,6 @@ TrackedResource12 *GetTracked(ID3D12Object *ptr)
ALL_D3D12_TYPES;
if(WrappedID3D12Shader::IsAlloc(ptr))
return (TrackedResource12 *)(WrappedID3D12Shader *)ptr;
return NULL;
}