[D3D12] Don't use D3D12Context for command processor fence
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user