我知道如何创建MTLBuffer和/或MTLTexture但是如何在不再需要这些资源时释放GPU内存?
MTLBuffer
和MTLTexture
是Objective-C对象,因此参考计数。如果您在Objective-C项目中使用自动引用计数或使用Metal通过Swift,只需确保不再保留对缓冲区或纹理的引用,就会释放任何相关的硬件资源。
let texture: MTLTexture? = device.newTexture(with: descriptor)
texture = nil // <- resources will be released
人们可以通过在将nil
分配给texture
时逐步通过相关组件来证实这一点,[MTLDebugTexture dealloc]
首先引导我们到MetalTools`-[MTLDebugTexture dealloc]:
...
-> 0x100af569e <+34>: call 0x100af87ee ; symbol stub for: objc_msgSendSuper2
0x100af56a3 <+39>: add rsp, 0x10
0x100af56a7 <+43>: pop rbp
0x100af56a8 <+44>: ret
[MTLToolsObject dealloc]
......并通过MetalTools`-[MTLToolsObject dealloc]:
0x100ac6c7a <+0>: push rbp
0x100ac6c7b <+1>: mov rbp, rsp
0x100ac6c7e <+4>: push r14
...
GeForceMTLDriver`___lldb_unnamed_symbol1095$$GeForceMTLDriver:
-> 0x7fffd2e57b14 <+0>: push rbp
0x7fffd2e57b15 <+1>: mov rbp, rsp
......并通过GeForceMTLDriver
dealloc
一直以来,通过各种id<MTLDevice> m_Device = MTLCreateSystemDefaultDevice();
// allocate Buffer
NSUInteger BufferLength = 100;
id<MTLBuffer> m_Buffer = [m_Device newBufferWithLength:BufferLength options:0];
// allocate Texture
MTLTextureDescriptor *shadowTextureDesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat: MTLPixelFormatDepth32Float width: 1024 height: 1024 mipmapped: NO];
id<MTLTexture> m_Texture = [m_Device newTextureWithDescriptor:shadowTextureDesc];
// release Buffer
[m_Buffer setPurgeableState:MTLPurgeableStateEmpty];
[m_Buffer release];
// release Texture
[m_Texture setPurgeableState:MTLPurgeableStateEmpty];
[m_Texture release];
方法释放任何资源。
如果您使用自动引用计数,正如接受的答案所说,只需设置为nil。
但是如果您使用手动引用计数,Metal有两种动态分配的资源(MTLBuffer && MTLTexture),您可以通过以下方式释放它们。
https://developer.apple.com/documentation/metal/mtlresource/1515898-setpurgeablestate
关于setPurgeableState,你可以参考链接(qazxswpoi)