From 5313434166e8653eedc6e8adbce1a14b34cdcf4b Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Wed, 10 Oct 2018 18:24:44 -0700 Subject: Updated comment --- Graphics/GraphicsEngineVulkan/src/PipelineStateVkImpl.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'Graphics/GraphicsEngineVulkan') 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 { -- cgit v1.2.3