Probably fixed VRAM memory leak when reloading maps. #904

This commit is contained in:
Robert Beckebans 2024-06-28 22:26:56 +02:00
parent 5aedf14510
commit 134f3ec799
2 changed files with 7 additions and 1 deletions

View file

@ -339,6 +339,12 @@ On exit, the idImage will have a valid OpenGL texture number that can be bound
*/
void idImage::FinalizeImage( bool fromBackEnd, nvrhi::ICommandList* commandList )
{
// RB: might have been called doubled by nested LoadDeferredImages
if( isLoaded )
{
return;
}
// if we don't have a rendering context yet, just return
//if( !tr.IsInitialized() )
//{

View file

@ -5323,7 +5323,7 @@ void idRenderBackend::ExecuteBackEndCommands( const emptyCommand_t* cmds )
// RB: we need to load all images left before rendering
// this can be expensive here because of the runtime image compression
globalImages->LoadDeferredImages( commandList );
//globalImages->LoadDeferredImages( commandList );
if( !ssaoPass && r_useNewSsaoPass.GetBool() )
{