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release unused buffers
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35740c5c8e
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2 changed files with 109 additions and 113 deletions
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@ -264,10 +264,7 @@ void MetalRenderer::SwapBuffers(bool swapTV, bool swapDRC)
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m_memoryManager->GetFramePersistentBufferAllocator().ResetAllocations();
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// Unlock all temporary buffers
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m_memoryManager->GetTemporaryBufferAllocator().UnlockAllBuffers();
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// Check for completed command buffers
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m_memoryManager->GetTemporaryBufferAllocator().CheckForCompletedCommandBuffers();
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m_memoryManager->GetTemporaryBufferAllocator().EndFrame();
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}
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// TODO: use `shader` for drawing
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@ -504,7 +501,7 @@ void MetalRenderer::texture_clearSlice(LatteTexture* hostTexture, sint32 sliceIn
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}
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}
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// TODO: do a GPU blit even on unified memory? That would mean we could use private storage mode for all textures
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// TODO: do a cpu copy on Apple Silicon?
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void MetalRenderer::texture_loadSlice(LatteTexture* hostTexture, sint32 width, sint32 height, sint32 depth, void* pixelData, sint32 sliceIndex, sint32 mipIndex, uint32 compressedImageSize)
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{
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auto textureMtl = (LatteTextureMtl*)hostTexture;
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