D3D12: Don't keep screenshot/encoder buffers mapped

Readback heaps do not support persistent mapping. See D3D12 docs.
This commit is contained in:
Stenzek
2016-02-23 22:21:09 +10:00
parent c4d79d6db3
commit 74275bdfe3
4 changed files with 17 additions and 14 deletions

View File

@ -486,11 +486,7 @@ HRESULT Create(HWND wnd)
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_DEPTHSTENCILVIEW_NOT_SET, // Benign.
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET, // Benign.
D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH, // Benign.
D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE, // Benign. Probably.
D3D12_MESSAGE_ID_INVALID_SUBRESOURCE_STATE,
D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE, // Benign.
D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_GPU_WRITTEN_READBACK_RESOURCE_MAPPED, // Benign.
D3D12_MESSAGE_ID_RESOURCE_BARRIER_BEFORE_AFTER_MISMATCH // Benign. Probably.
};
filter.DenyList.NumIDs = ARRAYSIZE(id_list);
filter.DenyList.pIDList = id_list;