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