Prevent memory surge in two examples #2092
Merged
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Closes #1871
The problem is that if updates are done, these are encoded as GLIR commands, which end up in a queue. You can imagine that this queue becomes a problem if it is not emptied. If a Qt window is minimized, it won't invoke a draw event, so the queue is not flushed, and it builds up.
The solution/workaround is to call
canvas.context.flush()
explicitly. There are multiple examples affected by this. Basically any example that does any update to a GPU buffer, texture or program. However, most these updates are so small that it does not show a noticable memory increase (no increase seen in the process manager). These two examples change so much data at such a high speed that it does matter.@rossant here's a nasty downside of the GLIR queue :) On the long run it could be worth examining if we can get rid of the queue completely, since all our GLIR backends are local and can be flushes immediately ...