By setting this flag, command pools cannot efficiently pool allocations. This flag should be set to 0 so only the VkCommandPool may be reset. This matches D3D12 API.
Signed-off-by: Hans-Kristian Arntzen post@arntzen-software.no --- libs/vkd3d/command.c | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-)
diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index 2d6d02d..d420863 100644 --- a/libs/vkd3d/command.c +++ b/libs/vkd3d/command.c @@ -1723,7 +1723,10 @@ static HRESULT d3d12_command_allocator_init(struct d3d12_command_allocator *allo
command_pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; command_pool_info.pNext = NULL; - command_pool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT; + /* Do not use RESET_COMMAND_BUFFER_BIT. This allows the CommandPool to be a D3D12-style command pool. + * Memory is owned by the pool and CommandBuffers become lightweight handles, + * assuming a half-decent driver implementation. */ + command_pool_info.flags = 0; command_pool_info.queueFamilyIndex = queue->vk_family_index;
if ((vr = VK_CALL(vkCreateCommandPool(device->vk_device, &command_pool_info, NULL,