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authorEgor Yusov <egor.yusov@gmail.com>2018-10-03 14:52:06 +0000
committerEgor Yusov <egor.yusov@gmail.com>2018-10-03 14:52:06 +0000
commit588ecd05de0bd124d5210018c06be26838d689cf (patch)
tree3a9eb08a74e5033d6c4df2291867fe62652857ca /Graphics/GraphicsEngineVulkan
parentReworked D3D12DynamicHeap to use release queues (diff)
downloadDiligentCore-588ecd05de0bd124d5210018c06be26838d689cf.tar.gz
DiligentCore-588ecd05de0bd124d5210018c06be26838d689cf.zip
Reworked D3D12 descriptor heaps to rely on device release queues
Diffstat (limited to 'Graphics/GraphicsEngineVulkan')
-rw-r--r--Graphics/GraphicsEngineVulkan/interface/RenderDeviceVk.h2
-rw-r--r--Graphics/GraphicsEngineVulkan/src/DeviceContextVkImpl.cpp8
2 files changed, 2 insertions, 8 deletions
diff --git a/Graphics/GraphicsEngineVulkan/interface/RenderDeviceVk.h b/Graphics/GraphicsEngineVulkan/interface/RenderDeviceVk.h
index df032884..0d75582e 100644
--- a/Graphics/GraphicsEngineVulkan/interface/RenderDeviceVk.h
+++ b/Graphics/GraphicsEngineVulkan/interface/RenderDeviceVk.h
@@ -57,7 +57,7 @@ public:
/// This method is automatically called by ISwapChain::Present().
/// \param [in] ForceRelease - Forces release of all objects. Use this option with
/// great care only if you are sure the resources are not
- /// in use by the GPU (such as when the device has just be idled).
+ /// in use by the GPU (such as when the device has just been idled).
virtual void ReleaseStaleResources(bool ForceRelease = false) = 0;
/// Creates a texture object from native Vulkan image
diff --git a/Graphics/GraphicsEngineVulkan/src/DeviceContextVkImpl.cpp b/Graphics/GraphicsEngineVulkan/src/DeviceContextVkImpl.cpp
index d7e572ac..c8222b6a 100644
--- a/Graphics/GraphicsEngineVulkan/src/DeviceContextVkImpl.cpp
+++ b/Graphics/GraphicsEngineVulkan/src/DeviceContextVkImpl.cpp
@@ -777,13 +777,7 @@ namespace Diligent
// be destroyed before the pools are actually returned to the global pool manager.
m_DynamicDescrSetAllocator.ReleasePools(m_SubmittedBuffersCmdQueueMask);
- if (!m_bIsDeferred)
- {
- // Make all stale resource move into the release queue
- DeviceVkImpl.FlushStaleResources(m_CommandQueueId);
- }
-
- EndFrame();
+ EndFrame(DeviceVkImpl);
}
void DeviceContextVkImpl::Flush()