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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>
pull/5033/merge
Rusty-Cube 1 month ago
committed by GitHub
parent
commit
7bd6f83f18
No known key found for this signature in database GPG Key ID: B5690EEEBB952194
  1. 17
      crates/egui-wgpu/src/winit.rs

17
crates/egui-wgpu/src/winit.rs

@ -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()

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