diff --git a/src/gpgmm/d3d12/ResourceAllocatorD3D12.cpp b/src/gpgmm/d3d12/ResourceAllocatorD3D12.cpp index 696558d5f..73f366549 100644 --- a/src/gpgmm/d3d12/ResourceAllocatorD3D12.cpp +++ b/src/gpgmm/d3d12/ResourceAllocatorD3D12.cpp @@ -943,10 +943,6 @@ namespace gpgmm { namespace d3d12 { return S_OK; } - ResidencyManager* ResourceAllocator::GetResidencyManager() const { - return mResidencyManager.Get(); - } - RESOURCE_ALLOCATOR_INFO ResourceAllocator::GetInfo() const { // ResourceAllocator itself could call CreateCommittedResource directly. RESOURCE_ALLOCATOR_INFO result = mInfo; diff --git a/src/gpgmm/d3d12/ResourceAllocatorD3D12.h b/src/gpgmm/d3d12/ResourceAllocatorD3D12.h index cdd9611d1..6edb082c6 100644 --- a/src/gpgmm/d3d12/ResourceAllocatorD3D12.h +++ b/src/gpgmm/d3d12/ResourceAllocatorD3D12.h @@ -282,11 +282,6 @@ namespace gpgmm { namespace d3d12 { HRESULT CreateResource(ComPtr committedResource, ResourceAllocation** resourceAllocationOut); - // Return the residency manager. The lifetime of the residency manager is fully owned by the - // allocator. CreateResource enables the returned resource allocation to be residency - // managed when non-null. - ResidencyManager* GetResidencyManager() const; - // When pooling is enabled, the allocator will retain resource heaps in order to speed-up // subsequent resource allocation requests. These resource allocations count against the // app's memory usage and in general, will lead to increased memory usage by the overall