fix: reset d3d12 command allocators before reuse
This commit is contained in:
@@ -90,6 +90,7 @@ void D3D12CommandList::Shutdown() {
|
||||
|
||||
void D3D12CommandList::Reset() {
|
||||
if (m_commandList && m_commandAllocator) {
|
||||
m_commandAllocator->Reset();
|
||||
m_commandList->Reset(m_commandAllocator.Get(), nullptr);
|
||||
}
|
||||
m_currentTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
||||
|
||||
Reference in New Issue
Block a user