Fix memory leak in iced_wgpu::Buffer
I know, I know... Skill issue.
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26dfcb6d42
commit
92888a3639
2 changed files with 30 additions and 39 deletions
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@ -368,7 +368,6 @@ fn render<'a>(
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#[derive(Debug)]
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pub struct Layer {
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index_buffer: Buffer<u32>,
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index_strides: Vec<u32>,
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solid: solid::Layer,
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gradient: gradient::Layer,
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}
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@ -386,7 +385,6 @@ impl Layer {
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INITIAL_INDEX_COUNT,
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wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
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),
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index_strides: Vec::new(),
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solid: solid::Layer::new(device, &solid.constants_layout),
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gradient: gradient::Layer::new(device, &gradient.constants_layout),
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}
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@ -432,13 +430,6 @@ impl Layer {
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);
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}
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self.index_strides.clear();
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self.index_buffer.clear();
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self.solid.vertices.clear();
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self.solid.uniforms.clear();
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self.gradient.vertices.clear();
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self.gradient.uniforms.clear();
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let mut solid_vertex_offset = 0;
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let mut solid_uniform_offset = 0;
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let mut gradient_vertex_offset = 0;
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@ -474,8 +465,6 @@ impl Layer {
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indices,
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);
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self.index_strides.push(indices.len() as u32);
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match mesh {
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Mesh::Solid { buffers, .. } => {
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solid_vertex_offset += self.solid.vertices.write(
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@ -526,18 +515,23 @@ impl Layer {
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) {
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let mut num_solids = 0;
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let mut num_gradients = 0;
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let mut solid_offset = 0;
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let mut gradient_offset = 0;
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let mut index_offset = 0;
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let mut last_is_solid = None;
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for (index, mesh) in meshes.iter().enumerate() {
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for mesh in meshes {
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let Some(clip_bounds) = bounds
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.intersection(&(mesh.clip_bounds() * transformation))
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.and_then(Rectangle::snap)
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else {
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match mesh {
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Mesh::Solid { .. } => {
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Mesh::Solid { buffers, .. } => {
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solid_offset += buffers.vertices.len();
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num_solids += 1;
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}
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Mesh::Gradient { .. } => {
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Mesh::Gradient { buffers, .. } => {
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gradient_offset += buffers.vertices.len();
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num_gradients += 1;
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}
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}
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@ -552,7 +546,7 @@ impl Layer {
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);
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match mesh {
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Mesh::Solid { .. } => {
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Mesh::Solid { buffers, .. } => {
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if !last_is_solid.unwrap_or(false) {
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render_pass.set_pipeline(&solid.pipeline);
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@ -568,12 +562,16 @@ impl Layer {
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render_pass.set_vertex_buffer(
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0,
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self.solid.vertices.slice_from_index(num_solids),
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self.solid.vertices.range(
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solid_offset,
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solid_offset + buffers.vertices.len(),
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),
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);
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num_solids += 1;
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solid_offset += buffers.vertices.len();
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}
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Mesh::Gradient { .. } => {
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Mesh::Gradient { buffers, .. } => {
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if last_is_solid.unwrap_or(true) {
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render_pass.set_pipeline(&gradient.pipeline);
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@ -589,19 +587,26 @@ impl Layer {
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render_pass.set_vertex_buffer(
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0,
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self.gradient.vertices.slice_from_index(num_gradients),
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self.solid.vertices.range(
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gradient_offset,
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gradient_offset + buffers.vertices.len(),
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),
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);
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num_gradients += 1;
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gradient_offset += buffers.vertices.len();
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}
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};
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render_pass.set_index_buffer(
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self.index_buffer.slice_from_index(index),
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self.index_buffer
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.range(index_offset, index_offset + mesh.indices().len()),
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wgpu::IndexFormat::Uint32,
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);
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render_pass.draw_indexed(0..self.index_strides[index], 0, 0..1);
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render_pass.draw_indexed(0..mesh.indices().len() as u32, 0, 0..1);
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index_offset += mesh.indices().len();
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}
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}
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}
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