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Funkymunky

[D3D12] CommandList and PipelineState

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When you call ID3D12Device::CreateCommandList you can pass a ID3D12PipelineState *pInitialState.  There's also the command ID3D12GraphicsCommandList::SetPipelineState where you can presumably assign a pipeline state to a command list.

 

I have done neither of these things (instead passing a nullptr to CreateCommandList) and it doesn't seem to have affected my rendering at all.  So what then is the intended purpose of associating a PipelineState with a CommandList?

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I spoke too soon.  I was still passing it to ID3D12GraphicsCommandList::Reset each frame, and if I don't do that then I don't see anything rendered.

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