branchsbox/new-texture-managercancel
7 Commits over 0 Days - ∞cph!
Backport latest texture manager changes from Valve, fixes for race conditions in async hookup jobs
Suppress texture frame updates for render hooks, fixes bound textures with no references getting deleted before the frame fully ended
Revert ScreenEffects workaround from not being able to Material.Load within RenderHook
Fix leaky strong handle from RenderTools.RenderScene on unused returned ITexture
Fix leaky strong handle from RenderTools.RenderScene on unused returned ITexture
Backport latest texture manager changes from Valve, fixes for race conditions in async hookup jobs
Suppress texture frame updates for render hooks, fixes bound textures with no references getting deleted before the frame fully ended
Revert ScreenEffects workaround from not being able to Material.Load within RenderHook
CTextureManagerBase::AllocateResource race condition fix - set the ResourceHandle->Data mapping as soon as SetFinalResourceData is called
> When loading / reloading textures, the handle can be null instead of the new texture when the async work starts, causing the load to make crazy things happen
CUtlIdGenerator
Actual headers for texture residency info
Backport latest texture manager changes from Valve, hopefully managed to not stomp our own additions & fixes
disalbe these asserts for now
CTextureManagerBase::AllocateResource race condition fix - set the ResourceHandle->Data mapping as soon as SetFinalResourceData is called
> When loading / reloading textures, the handle can be null instead of the new texture when the async work starts, causing the load to make crazy things happen
Try suppressing resource manager frame boundary work during an IProceduralLayerRenderer - this seems to fix resource loads within render hooks in game mode... but not tools mode
Backport latest texture manager changes from Valve, hopefully managed to not stomp our own additions & fixes