Free textures after submitting queue instead of before with wgpu renderer (#5226)
* Closes #5224 I'm unfamiliar with wgpu, so I'd like someone to confirm, that calling `wgpu::Texture` _after_ `wgpu::Queue::submit` is in fact the right thing to do. --------- Co-authored-by: Andreas Reich <r_andreas2@web.de>
This commit is contained in:
parent
0f2b427ff4
commit
7bd6f83f18
|
|
@ -668,13 +668,6 @@ impl Painter {
|
|||
);
|
||||
}
|
||||
|
||||
{
|
||||
let mut renderer = render_state.renderer.write();
|
||||
for id in &textures_delta.free {
|
||||
renderer.free_texture(id);
|
||||
}
|
||||
}
|
||||
|
||||
let encoded = {
|
||||
crate::profile_scope!("CommandEncoder::finish");
|
||||
encoder.finish()
|
||||
|
|
@ -691,6 +684,16 @@ impl Painter {
|
|||
vsync_sec += start.elapsed().as_secs_f32();
|
||||
};
|
||||
|
||||
// Free textures marked for destruction **after** queue submit since they might still be used in the current frame.
|
||||
// Calling `wgpu::Texture::destroy` on a texture that is still in use would invalidate the command buffer(s) it is used in.
|
||||
// However, once we called `wgpu::Queue::submit`, it is up for wgpu to determine how long the underlying gpu resource has to live.
|
||||
{
|
||||
let mut renderer = render_state.renderer.write();
|
||||
for id in &textures_delta.free {
|
||||
renderer.free_texture(id);
|
||||
}
|
||||
}
|
||||
|
||||
let screenshot = if capture {
|
||||
self.screen_capture_state
|
||||
.as_ref()
|
||||
|
|
|
|||
Loading…
Reference in New Issue