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4 changes: 0 additions & 4 deletions src/gpgmm/d3d12/ResourceAllocatorD3D12.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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;
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5 changes: 0 additions & 5 deletions src/gpgmm/d3d12/ResourceAllocatorD3D12.h
Original file line number Diff line number Diff line change
Expand Up @@ -282,11 +282,6 @@ namespace gpgmm { namespace d3d12 {
HRESULT CreateResource(ComPtr<ID3D12Resource> 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
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