canvasman Posted March 4, 2019 Share Posted March 4, 2019 After resetting applications state and destroy all the textures, can I see anywhere if there is still some textures left in the GPU memory or confirm that the GPU's memory has been released and there is no memory leaks? In task manager I check dedicated GPU memory. After adding some textures and resetting application state, destroying all textures it still wont go back to where it was at the beginning. So where and what values should I look at about GPU's memory status? Also does every texture loaded with PIXI's loader reserve GPU memory even if its not present in scene anymore? Quote Link to comment Share on other sites More sharing options...
jonforum Posted March 4, 2019 Share Posted March 4, 2019 is this can maybe help you ? https://chromium.googlesource.com/chromium/src/+/lkgr/docs/memory-infra/probe-gpu.md and for awser you no this will maybe depend of your projet. On my side somethime i need do it manualy after loader my json. take a look with this and also pixi prepare $app.renderer.bindTexture(texture) or $app.renderer.bindTexture(baseTexture) Quote Link to comment Share on other sites More sharing options...
canvasman Posted March 4, 2019 Author Share Posted March 4, 2019 1 hour ago, jonforum said: is this can maybe help you ? https://chromium.googlesource.com/chromium/src/+/lkgr/docs/memory-infra/probe-gpu.md and for awser you no this will maybe depend of your projet. On my side somethime i need do it manualy after loader my json. take a look with this and also pixi prepare $app.renderer.bindTexture(texture) or $app.renderer.bindTexture(baseTexture) Wait what is the bindTexture? I can't find any documentation. Thanks for the answer anyway Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 4, 2019 Share Posted March 4, 2019 You can manually iterate through "renderer.textureManager.managedTextures" and see whats alive, sum all by area (width * height), 4 bytes per pixel. In v5 its in "renderer.texture.managedTextures" or something like that. maybe "_managedTextures". canvasman 1 Quote Link to comment Share on other sites More sharing options...
canvasman Posted March 4, 2019 Author Share Posted March 4, 2019 14 minutes ago, ivan.popelyshev said: You can manually iterate through "renderer.textureManager.managedTextures" and see whats alive, sum all by area (width * height), 4 bytes per pixel. In v5 its in "renderer.texture.managedTextures" or something like that. maybe "_managedTextures". Okay, so in that object I can see everything which has some GPU memory reserved currently? Also textures which I get after loader is done, do they reserve the GPU all the time until they are destroyed? Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 4, 2019 Share Posted March 4, 2019 Look at TextureGarbageCollector class source. I dont want to waste words on it, its self-explanatory. Quote Link to comment Share on other sites More sharing options...
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