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authorEgor Yusov <egor.yusov@gmail.com>2018-10-11 01:24:44 +0000
committerEgor Yusov <egor.yusov@gmail.com>2018-10-11 01:24:44 +0000
commit5313434166e8653eedc6e8adbce1a14b34cdcf4b (patch)
treebf4a3a0c76d5840cfd022f605d0ba448ec497428 /Graphics/GraphicsEngineVulkan
parentMinor improvement to d3d12 dynamic heap stats reporting (diff)
downloadDiligentCore-5313434166e8653eedc6e8adbce1a14b34cdcf4b.tar.gz
DiligentCore-5313434166e8653eedc6e8adbce1a14b34cdcf4b.zip
Updated comment
Diffstat (limited to 'Graphics/GraphicsEngineVulkan')
-rw-r--r--Graphics/GraphicsEngineVulkan/src/PipelineStateVkImpl.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/Graphics/GraphicsEngineVulkan/src/PipelineStateVkImpl.cpp b/Graphics/GraphicsEngineVulkan/src/PipelineStateVkImpl.cpp
index b5a80d84..f74f4afb 100644
--- a/Graphics/GraphicsEngineVulkan/src/PipelineStateVkImpl.cpp
+++ b/Graphics/GraphicsEngineVulkan/src/PipelineStateVkImpl.cpp
@@ -568,9 +568,8 @@ void PipelineStateVkImpl::CommitAndTransitionShaderResources(IShaderResourceBind
// Prepare descriptor sets, and also bind them if there are no dynamic descriptors
VERIFY_EXPR(pDescrSetBindInfo != nullptr);
m_PipelineLayout.PrepareDescriptorSets(pCtxVkImpl, m_Desc.IsComputePipeline, ResourceCache, *pDescrSetBindInfo, DynamicDescrSet);
- // Dynamic descriptor set allocation automatically goes back to the context's dynamic descriptor pool.
- // release queue. It will stay there until the next command list is executed, at which point it will be discarded
- // and actually released later
+ // Dynamic descriptor sets are not released individually. Instead, all dynamic descriptor pools
+ // are released at the end of the frame by DeviceContextVkImpl::FinishFrame().
}
else
{