fix memory leak (and crash under debugging) by not trying to unload textures on a non-GL thread
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@ -212,10 +212,10 @@ public class Photo {
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image = tmp;
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}
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public async void UnloadAsync() {
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public async void Unload() {
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Loaded = false;
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if (texture != placeholder) {
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await Task.Run( () => { texture.Dispose(); });
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texture.Dispose();
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texture = placeholder;
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}
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}
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@ -812,7 +812,7 @@ public class Game : GameWindow {
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int minLoadedImage = Math.Max(0, photoIndex - 20);
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int maxLoadedImage = Math.Min(photoIndex + 20, photos.Count - 1);
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// First, unload images that haven't been touched in a while.
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// FIXME: also cancel any of these if they still have an in-progress loading task -- I suspect this is the source of a memory leak.
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// FIXME: also cancel any of these if they still have an in-progress loading task?
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// FIXME: keep around thumbnail-sized textures?
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while (loadedImages.Count > 60) {
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long earliestTime = long.MaxValue;
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@ -825,7 +825,8 @@ public class Game : GameWindow {
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}
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if (earliest != null) {
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Console.WriteLine($"loadedImages.Count: {loadedImages.Count}, evicting {earliest.Filename} @ {earliestTime}");
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earliest.UnloadAsync();
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// TODO: we have to free textures on the GL thread, but could we do that async'ly to keep the UI responsive?
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earliest.Unload();
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loadedImages.Remove(earliest);
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}
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}
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