fixes(#1002): Schedule deferred drop for render passes to avoid dropping before frame is over#1003
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I think this looks reasonable to me and it way more closely matches the behaviour people probably expect, though I obviously can't merge it, that's still a @not-fl3 job 👀 |
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Sure sure @profan :D Thanks for PR! |
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This updates render passes to be dropped in a similar manner as textures. When there are no more references to a render pass (other than itself), we schedule it for deletion that way we're not deleting textures before we use them. This way we guarantee that every render pass/render target will live until the end of the current frame.
Fixes issue #1002