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copyeditingPure editorial stuff (copyediting, *.bs file syntax, etc.)Pure editorial stuff (copyediting, *.bs file syntax, etc.)
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It came up in today's editors' call that GPUDevice.destroy() should probably be a queued operation, i.e. occurring after previous operations on the device timeline. This would allow patterns like:
- Render to a canvas and destroy before waiting for it to be presented
- Do some work, issue a mapAsync for readback, and destroy before waiting for the map to complete
I am pretty sure this can be a post-V1 change, but we should briefly discuss before deciding that.
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copyeditingPure editorial stuff (copyediting, *.bs file syntax, etc.)Pure editorial stuff (copyediting, *.bs file syntax, etc.)