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Discarding Acquired Surface Texture Does Not Work #2038
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Are you dropping the frame, or keeping it around? If you are dropping it, then ideally we'd just not present this, so it would be a genuine behavioural bug on our side. In any way, I agree that the error message should be improved. |
The frame and view should be getting dropped, minimal example against 0.11:
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Thanks! So looks like our logic of discarding a frame doesn't work as expected. |
I also ran into this when upgrading wgpu. Took a while to figure out that it was now necessary to call present. |
The Vulkan decoration rules require us to distinguish vertex shader inputs, fragment shader inputs, and everything else, so just pass the stage to `Writer::write_varying`. Together with the SPIRV storage class, this is sufficient to distinguish all the cases in a way that closely follows the spec language.
Is your feature request related to a problem? Please describe.
Not calling present on current frame causes timeout error on next get_current_texture
Describe the solution you'd like
If it's possible, could it specify that the previous was not "closed" (not sure if that's the right terminology), instead of a generic timeout error? It took a while to find what I was missing on upgrade
Describe alternatives you've considered
Only other thing would be the close the last texture, but that doesn't feel super obvious what is wrong either as just nothing would be presented.
If the above makes sense (and is currently possible), I don't mind taking a whack at it
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