D3D12: Remove tempBuffers in ExecuteCommandList()
This patch clears mTempBuffers everytime after d3d12CommandList is executed in CommandRecordingContext. Previously mTempBuffers won't be cleaned up until device is destroyed, which will consume lots of unnecessary GPU memory. Bug: chromium:1161355 Change-Id: Ie03d43847ed56e7f2b4bfc5b0f8244dfd7012625 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/94820 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
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@ -130,6 +130,7 @@ MaybeError CommandRecordingContext::ExecuteCommandList(Device* device) {
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mIsOpen = false;
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mSharedTextures.clear();
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mHeapsPendingUsage.clear();
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mTempBuffers.clear();
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}
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return {};
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}
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