Fix SDL GPU D3D12 Descriptor Heap leak

When descriptor leaks overflow, the D3D12 SDL GPU renderer fetches more from the pool, but never returns them, which eventually causes an "out of memory" crash.
This commit is contained in:
Edu Garcia authored and Sam Lantinga committed 2025-10-09 08:45:18 -07:00
1 parent 2a96997e90
commit c74b406a4c
1 file changed
+7
+7
View File
@@ -4885,7 +4885,14 @@ static void D3D12_INTERNAL_SetGPUDescriptorHeaps(D3D12CommandBuffer *commandBuff
viewHeap = D3D12_INTERNAL_AcquireGPUDescriptorHeapFromPool(commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
samplerHeap = D3D12_INTERNAL_AcquireGPUDescriptorHeapFromPool(commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
if (commandBuffer->gpuDescriptorHeaps[0] != NULL) {
D3D12_INTERNAL_ReturnGPUDescriptorHeapToPool(commandBuffer->renderer, commandBuffer->gpuDescriptorHeaps[0]);
}
commandBuffer->gpuDescriptorHeaps[0] = viewHeap;
if (commandBuffer->gpuDescriptorHeaps[1] != NULL) {
D3D12_INTERNAL_ReturnGPUDescriptorHeapToPool(commandBuffer->renderer, commandBuffer->gpuDescriptorHeaps[1]);
}
commandBuffer->gpuDescriptorHeaps[1] = samplerHeap;
heaps[0] = viewHeap->handle;