[D3D12] Don't use D3D12Context for command processor fence

This commit is contained in:
Triang3l
2019-10-28 10:49:32 +03:00
parent b4af63fe31
commit d3b6f71ae1
16 changed files with 337 additions and 424 deletions

View File

@@ -36,8 +36,6 @@ class D3D12GraphicsSystem : public GraphicsSystem {
std::unique_ptr<xe::ui::RawImage> Capture() override;
void AwaitFrontBufferUnused();
// Draws a texture covering the entire viewport to the render target currently
// bound on the specified command list (in D3D12Context::kSwapChainFormat).
// This changes the current pipeline, graphics root signature and primitive