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Repeatedly creating and destroying WebGPU devices in a loop causes large amounts of memory to pile up in the GPU process. Much of this memory comes from the D3D12 command queue. Releasing the command queue early in DestroyImpl before the destructor runs goes a long way towards relieving the memory pressure. Bug: chromium:1377789 Change-Id: I3ff9a5f6cb3ea3136e41079343532cbe732b6cc4 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/111280 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>