At which time does Metal allocate and deallocate memory for textures? I've observed that the textures live for the whole time of the commandBuffer. So, if I have multiple large textures that I need in subsequent shaders, it would make sense to work with multiple commandBuffers to enable deallocation in order to reduce peak memory usage. Is that correct?
Do you have any other suggestions on how to reduce peak memory usage when working with large metal textures?
Hint: I am using compute shaders only.
Topic:
Graphics & Games
SubTopic:
Metal
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