I have been wondering this question for a while. Would this command
ThrowIfFailed(m_command_list->Reset(m_command_allocator.Get(), nullptr)); m_command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_depth_stencil.Get(), D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_DEPTH_WRITE)); ThrowIfFailed(m_command_list->Close());
get sent to the command queue and not be executed?
Also how would I set the command list back into a recording state?