I got tosuspendRendering()
but didn’t realise it returned a token/must use with dispose()
. Thank you for taking the time, I’m sure this will make its way into the examples. Great news with the further optimisations! It all helps with use of multiple canvases.
Just to note - I have also observed your issue #2 on PR 15864 when using WebGPU
. I believed it had something to do with React but it may just be the nature of latent events. See the following CodePen repo: https://codepen.io/j-te/pen/pvzOgqx. It errors on window resize (keeping in mind CodePen uses an iframe
). Chrome 131.0.6778.266
logger.js:52 BJS - [11:30:25]: WebGPU uncaptured error (20): [object GPUValidationError] - Destroyed texture [Texture "D3DImageBacking_D3DSharedImage_SharedImagePoolBase_Pid:19232"] used in a submit.
- While calling [Queue].Submit([[CommandBuffer from CommandEncoder "upload"], [CommandBuffer from CommandEncoder "render"]])
I came across this if helpful: Canvas texture expiry timing is unpredictable · Issue #3295 · gpuweb/gpuweb · GitHub.
Also, a very minor typo in docs attributes table: WegGPU.