vkd3d: Do not use RESET_COMMAND_BUFFERS_BIT.

By setting this flag, command pools cannot efficiently pool allocations.
This flag should be set to 0 so only the VkCommandPool may be reset.
This matches D3D12 API.

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 16:01:55 +02:00 committed by Alexandre Julliard
parent 3c86b2341c
commit a0ebcce398

View File

@ -1723,7 +1723,10 @@ static HRESULT d3d12_command_allocator_init(struct d3d12_command_allocator *allo
command_pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
command_pool_info.pNext = NULL;
command_pool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
/* Do not use RESET_COMMAND_BUFFER_BIT. This allows the CommandPool to be a D3D12-style command pool.
* Memory is owned by the pool and CommandBuffers become lightweight handles,
* assuming a half-decent driver implementation. */
command_pool_info.flags = 0;
command_pool_info.queueFamilyIndex = queue->vk_family_index;
if ((vr = VK_CALL(vkCreateCommandPool(device->vk_device, &command_pool_info, NULL,