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Drop texture clear_view
s in surface_texture_discard
#4057
Conversation
This does fix the vulkan validation errors but still there is a weird behaviour, with the repro in #4056 if frame skip is triggered more than 3 times (not necessarily consecutive triggers): |
That's because discard isn't implemented: wgpu/wgpu-hal/src/vulkan/instance.rs Line 912 in 50cfc54
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More specifically, I'm not sure there's a meaningful way to implement discard at the hal level - we likely need to keep the image around at the core level and reuse it next time acquire is called. |
Hmm, in that case let's see how much I can grep. |
We can leave that to a follow up if that would be easier |
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Yeah, lets do that |
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Noice
Fixes #4056
Checklist
cargo clippy
.cargo clippy --target wasm32-unknown-unknown
if applicable.Connections
#4056
Description
The texture
clear_view
s weren't destroyed insurface_texture_discard
and that resulted in danglingVkImageView
s.Testing
Tested locally (on Linux) with repro mentioned in #4056