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Heaps were destroyed immediately instead of deferring destruction until after all work using the buffer was complete. This is only a problem on D3D12. Vulkan allocations already have deferred deletion, and Metal allocations are managed by the driver. Bug: chromium:1313172 Change-Id: I0ef43709949c9e86c40e766f7f2029b14c8a2e97 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/85840 Reviewed-by: Brandon Jones <bajones@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>