vkd3d: Do not release resources in vkResetCommandPool.

D3D12 command allocators are intended to recycle memory across resets,
so we should do the same thing in vkd3d.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Hans-Kristian Arntzen 2019-10-01 16:01:54 +02:00 committed by Alexandre Julliard
parent 3f1a1ffc4d
commit 3c86b2341c

View File

@ -1648,8 +1648,8 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_allocator_Reset(ID3D12CommandAllo
allocator->command_buffer_count = 0;
}
if ((vr = VK_CALL(vkResetCommandPool(device->vk_device, allocator->vk_command_pool,
VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT))))
/* The intent here is to recycle memory, so do not use RELEASE_RESOURCES_BIT here. */
if ((vr = VK_CALL(vkResetCommandPool(device->vk_device, allocator->vk_command_pool, 0))))
{
WARN("Resetting command pool failed, vr %d.\n", vr);
return hresult_from_vk_result(vr);