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Use the correct method to release temporary render textures. Fixes memory leaks from RT's not getting released properly.

stable
Nico de Poel 3 years ago
parent
commit
1a063e971f
  1. 5
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/PostProcessLayer.cs

5
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/PostProcessLayer.cs

@ -286,7 +286,7 @@ namespace UnityEngine.Rendering.PostProcessing
{
if (m_opaqueOnly != null)
{
m_opaqueOnly.Release();
RenderTexture.ReleaseTemporary(m_opaqueOnly);
m_opaqueOnly = null;
}
@ -297,7 +297,8 @@ namespace UnityEngine.Rendering.PostProcessing
// Blit the upscaled image to the backbuffer
Graphics.Blit(m_upscaledOutput, dst);
m_upscaledOutput.Release();
RenderTexture.ReleaseTemporary(m_upscaledOutput);
m_upscaledOutput = null;
return;
}

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