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Probably fixed VRAM memory leak when reloading maps. #904
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2 changed files with 7 additions and 1 deletions
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@ -339,6 +339,12 @@ On exit, the idImage will have a valid OpenGL texture number that can be bound
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*/
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void idImage::FinalizeImage( bool fromBackEnd, nvrhi::ICommandList* commandList )
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{
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// RB: might have been called doubled by nested LoadDeferredImages
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if( isLoaded )
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{
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return;
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}
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// if we don't have a rendering context yet, just return
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//if( !tr.IsInitialized() )
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//{
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@ -5323,7 +5323,7 @@ void idRenderBackend::ExecuteBackEndCommands( const emptyCommand_t* cmds )
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// RB: we need to load all images left before rendering
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// this can be expensive here because of the runtime image compression
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globalImages->LoadDeferredImages( commandList );
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//globalImages->LoadDeferredImages( commandList );
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if( !ssaoPass && r_useNewSsaoPass.GetBool() )
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{
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