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Why?

Texture Throttling added a duality for texture states a) management of downloading the source and b) the creation of the texture on the GPU. This introduced extra complexity that lead to edge cases, instead simplify it all in 1 state and extend the Texture state with fetching and fetched to denote the state of the source generation/download.

Additional changes added to fix race conditions with subTextures, this change will have the texture source of the subtexture wait until the parent source texture is loaded (as per @pecoram reported issue on Discord).

And added the deletion of the source data of the image per #499 right after creation of the GPU texture.

@jfboeve jfboeve added this pull request to the merge queue Jan 31, 2025
@github-merge-queue github-merge-queue bot removed this pull request from the merge queue due to a conflict with the base branch Jan 31, 2025
@jfboeve jfboeve enabled auto-merge January 31, 2025 08:25
@jfboeve jfboeve added this pull request to the merge queue Jan 31, 2025
Merged via the queue into main with commit 60ea2be Jan 31, 2025
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github-merge-queue bot pushed a commit that referenced this pull request Feb 3, 2025
…ing (#512)

Regression introduced by #507

- Check if orphaned entry is already in the list, if so re-add it at the
end (to avoid duplicate entries)
- If a texture became renderable again during the cleanup routing, skip
it
- On non-critical cleanup spend max 10ms

Fixes #511
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3 participants