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