[Closed] ShaderCompileWorker eats memory like crazy
During initial editor startup when it compiles lots of shaders, I observe ShaderCompileWorker processes steadily growing up to 2GB+ RAM each while they compile shaders (after what I have to shutdown editor due to insufficient RAM). On Windows, ShaderCompileWorker are almost always under 100MB. So, is it a leak that should be fixed or there is a really strong reason why OpenGL shader compilation should take 20x RAM more than DirectX?
asked Dec 12 '14 at 10:57 PM in Linux
The question has been closed Dec 14 '14 at 03:36 AM by amigo for the following reason:
The question is answered, right answer was accepted
I thought that we had these leaks sorted out way back when...
There were couple of major leaks in hlslcc that we patched, but come to think of it after submitting so many PRs I don't remember if that specific one was ever incorporated or not.
If you have the time and inclination, please send a PR with a fix and I'll pest0r RCL to add it in. SCW should definitely not eat 2GB+ of RAM.
answered Dec 13 '14 at 12:24 AM
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