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-rw-r--r--Graphics/GraphicsEngineVulkan/src/DeviceContextVkImpl.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/Graphics/GraphicsEngineVulkan/src/DeviceContextVkImpl.cpp b/Graphics/GraphicsEngineVulkan/src/DeviceContextVkImpl.cpp
index 42ea4022..0c69d151 100644
--- a/Graphics/GraphicsEngineVulkan/src/DeviceContextVkImpl.cpp
+++ b/Graphics/GraphicsEngineVulkan/src/DeviceContextVkImpl.cpp
@@ -136,6 +136,10 @@ namespace Diligent
auto VkCmdPool = m_CmdPool.Release();
pDeviceVkImpl->SafeReleaseDeviceObject(std::move(VkCmdPool), ~Uint64{0});
+
+ pDeviceVkImpl->SafeReleaseDeviceObject(std::move(m_GenerateMipsHelper), ~Uint64{0});
+ pDeviceVkImpl->SafeReleaseDeviceObject(std::move(m_GenerateMipsSRB), ~Uint64{0});
+ pDeviceVkImpl->SafeReleaseDeviceObject(std::move(m_DummyVB), ~Uint64{0});
// The main reason we need to idle the GPU is because we need to make sure that all command buffers are returned to the
// pool. Upload heap, dynamic heap and dynamic descriptor manager return their resources to global managers and