Fixing the D3D12DescriptorHeap.cpp memory leak. Was creating descriptor heap every time a pipeline was bound when we only need it once per commandlist.

fixed some vibe code weird shit
This commit is contained in:
2026-01-23 21:43:48 -05:00
parent c10d371836
commit d4e4229d61
11 changed files with 97 additions and 295 deletions

View File

@@ -173,7 +173,6 @@ void JulietApplication::Init()
CopyBuffer(initCmd, ConstantBuffer, TransferBuffer, 256);
TransitionBufferToReadable(initCmd, ConstantBuffer);
SubmitCommandLists(initCmd);
WaitUntilGPUIsIdle(GraphicsDevice);
}
}
@@ -284,7 +283,6 @@ void JulietApplication::Update()
ImGui::ShowDemoWindow();
#endif
// Debug display shapes - can be called from anywhere before engine flush
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 10.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f }, false);
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 10.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, true);
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 10.0f }, { 0.0f, 0.0f, 1.0f, 1.0f }, true);