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when renderer defaults to direct3d11 the above works perfectly (as expected).
issue: the above code should gracefully no-op or work or not leak piles of memory every frame.
I realize someone is likely going to say something like: "you aren't supposed to do the above stuff with gpu"
, if that's the case, my bad, but still feel like it shouldn't be leaking huge amounts of memory.
The text was updated successfully, but these errors were encountered:
win10. SDL3.2.6 and 3.2.8
when renderer set to
gpu
, this leaks memory:SDL_LockTexture( texture, nullptr, &pixels, &pitch );
{draw into the pixels[]}
SDL_UnlockTexture( texture );
SDL_RenderTexture( renderer, texture, &dest, &dest );
SDL_RenderPresent( renderer );
when renderer defaults to
direct3d11
the above works perfectly (as expected).issue: the above code should gracefully no-op or work or not leak piles of memory every frame.
I realize someone is likely going to say something like: "you aren't supposed to do the above stuff with
gpu
", if that's the case, my bad, but still feel like it shouldn't be leaking huge amounts of memory.
The text was updated successfully, but these errors were encountered: