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The code currently tracks objects that are destroyed but it can't track canvas textures nor external textures.
A solution, which would be slow, is try to use the texture. Canvas textures require TEXTURE_BINDING iirc. External textures i'm not sure but we could look and implement multiple paths.
For example, if the texture has TEXTURE_BINDING usage then we can bind to a bindGroup and try to reference in a compute shader. WebGPU will emit an error. For external texture we can do similar.
It would be slow-ish so needs an option but it would allow getting the stack from where the command happened.
The text was updated successfully, but these errors were encountered:
The code currently tracks objects that are destroyed but it can't track canvas textures nor external textures.
A solution, which would be slow, is try to use the texture. Canvas textures require TEXTURE_BINDING iirc. External textures i'm not sure but we could look and implement multiple paths.
For example, if the texture has TEXTURE_BINDING usage then we can bind to a bindGroup and try to reference in a compute shader. WebGPU will emit an error. For external texture we can do similar.
It would be slow-ish so needs an option but it would allow getting the stack from where the command happened.
The text was updated successfully, but these errors were encountered: