From 788baf659c5d2a98ac3b7fb33fbc001bafd3a7f7 Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Thu, 29 Aug 2019 09:24:16 -0700 Subject: Updated comments --- Graphics/GraphicsEngineD3D12/interface/DeviceContextD3D12.h | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) (limited to 'Graphics/GraphicsEngineD3D12') diff --git a/Graphics/GraphicsEngineD3D12/interface/DeviceContextD3D12.h b/Graphics/GraphicsEngineD3D12/interface/DeviceContextD3D12.h index 293815d9..d43fa61f 100644 --- a/Graphics/GraphicsEngineD3D12/interface/DeviceContextD3D12.h +++ b/Graphics/GraphicsEngineD3D12/interface/DeviceContextD3D12.h @@ -59,9 +59,16 @@ public: /// \remarks Any command on the device context may potentially submit the command list for /// execution into the command queue and make it invalid. An application should /// never cache the pointer and should instead request the command list every time it - /// needs it.\n + /// needs it. + /// /// The engine manages the lifetimes of all command buffers, so an application must /// not call AddRef/Release methods on the returned interface. + /// + /// Diligent Engine internally keeps track of all resource state changes (vertex and index + /// buffers, pipeline states, render targets, etc.). If an application changes any of these + /// states in the command list, it must invalidate the engine's internal state tracking by + /// calling IDeviceContext::InvalidateState() and then manually restore all required states via + /// appropriate Diligent API calls. virtual ID3D12GraphicsCommandList* GetD3D12CommandList() = 0; }; -- cgit v1.2.3