fix memory leak (and crash under debugging) by not trying to unload textures on a non-GL thread

This commit is contained in:
Colin McMillen 2023-07-28 12:19:15 -04:00
parent 75b80507bd
commit 3a0060fc9d

View File

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