> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# ID3D12CommandAllocator::Reset

> Indicates to re-use the memory that is associated with the command allocator.

Indicates to re-use the memory that is associated with the command allocator.

## Syntax

```cpp theme={null}
HRESULT Reset(
)
```

### Parameters

### Return value

Type: HRESULT

This method returns **E\_FAIL** if there is an actively recording command list referencing the command allocator.  The debug layer will also issue an error in this case.
See [Direct3D 12 Return Codes](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/d3d12-graphics-reference-returnvalues) for other possible return values.

## Remarks

Apps call **Reset** to re-use the memory that is associated with a command allocator.  From this call to **Reset**, the runtime and driver determine that the graphics processing unit (GPU) is no longer executing any command lists that have recorded commands with the command allocator.

Unlike [ID3D12GraphicsCommandList::Reset](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_reset_public), it is not recommended that you call **Reset**  on the command allocator while a command list is still being executed.

The debug layer will issue a warning if it can't prove that there are no pending GPU references to command lists that have recorded commands in the allocator.

The debug layer will issue an error if **Reset** is called concurrently by multiple threads (on the same allocator object).

#### Examples

The [D3D12HelloTriangle](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) sample uses **ID3D12CommandAllocator::Reset** as follows:

```cpp theme={null}
D3D12_VIEWPORT m_viewport;
D3D12_RECT m_scissorRect;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature> m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
UINT m_rtvDescriptorSize;

```

```cpp theme={null}
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_commandAllocator->Reset());

// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_commandList->Reset(m_commandAllocator.Get(), m_pipelineState.Get()));

// Set necessary state.
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
m_commandList->RSSetViewports(1, &m_viewport);
m_commandList->RSSetScissorRects(1, &m_scissorRect);

// Indicate that the back buffer will be used as a render target.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));

CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);

// Record commands.
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
m_commandList->DrawInstanced(3, 1, 0, 0);

// Indicate that the back buffer will now be used to present.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));

ThrowIfFailed(m_commandList->Close());

```

Refer to the [Example Code in the D3D12 Reference](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/notes-on-example-code).

<div class="code" />

## Requirements

**Header:** d3d12\_xs.h or d3d12\_x.h\
**Library:** d3d12\_xs.lib or d3d12\_x.lib\
**Supported Platforms**: XBOX Series consoles and XBOX One family

## See Also

[ID3D12CommandAllocator](/reference/graphics/d3d12_x/interfaces/ID3D12CommandAllocator/id3d12commandallocator)


## Related topics

- [CreateCommandAllocator](/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createcommandallocator_public.md)
- [CreateCommandList](/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createcommandlist_public.md)
- [D3D12_AUTO_BREADCRUMB_NODE](/reference/graphics/d3d12/structs/d3d12_auto_breadcrumb_node_public.md)
- [D3D12_DRED_ALLOCATION_TYPE](/reference/graphics/d3d12/enums/d3d12_dred_allocation_type_public.md)
- [ClearState](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearstate_public.md)
