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The implementation of wgpu_hal::Surface::discard_texture in the vulkan backend does nothing. If it is ever called, presumably some subsequent call to acquire_texture will hang, since the texture will never be re-used.
Since wgpu_hal only permits the acquisition of a single surface texture at a time, it should be sufficient for the discard_texture implementation to simply save the texture away somewhere and hand it out again from the next acquire_texture call.
The implementation of
wgpu_hal::Surface::discard_texture
in thevulkan
backend does nothing. If it is ever called, presumably some subsequent call toacquire_texture
will hang, since the texture will never be re-used.Since
wgpu_hal
only permits the acquisition of a single surface texture at a time, it should be sufficient for thediscard_texture
implementation to simply save the texture away somewhere and hand it out again from the nextacquire_texture
call.This issue was noticed in the review for #5681.
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