diff --git a/sdk-api-src/content/d3d12/nf-d3d12-id3d12graphicscommandlist-reset.md b/sdk-api-src/content/d3d12/nf-d3d12-id3d12graphicscommandlist-reset.md index e41abaf653fe..9f82a143c7f9 100644 --- a/sdk-api-src/content/d3d12/nf-d3d12-id3d12graphicscommandlist-reset.md +++ b/sdk-api-src/content/d3d12/nf-d3d12-id3d12graphicscommandlist-reset.md @@ -87,7 +87,7 @@ See ## -remarks -By using Reset, you can re-use command list tracking structures without any allocations. Unlike ID3D12CommandAllocator::Reset, you can call Reset while the command list is still being executed. +By using Reset, you can re-use command list tracking structures without any allocations. Unlike ID3D12CommandAllocator::Reset, you can call ID3D12GraphicsCommandList::Reset while the command list is still being executed. You can use Reset for both direct command lists and bundles. @@ -112,11 +112,6 @@ Apps must specify a command list allocator. The runtime will ensure that an all Reset fails for bundles that are referenced by a not yet submitted command list. - - -

Debug layer

-The debug layer will also track graphics processing unit (GPU) progress and issue an error if it can't prove that there are no outstanding executions of the command list. - #### Examples