Describe the bug
I have a custom OpenGL renderer in Avalonia that I've been using some time, but in Avalonia 12 it now steadily leaks memory. I haven't dug into it extensively, but I've been able to narrow the issue down to calling OpenGlControlBase.RequestNextFrameRendering() to queue up the next frame; the leak happens regardless of whether anything is actually rendered within.
To Reproduce
The following code should be enough to reproduce this issue:
public class OpenTkControl : OpenGlControlBase {
protected override void OnOpenGlRender(GlInterface gl, int fb) {
this.RequestNextFrameRendering();
// (Rendering would happen here, but doesn't need to occur to trigger the leak)
}
}
Expected behavior
Either that OpenGlControlBase.RequestNextFrameRendering wouldn't leak memory, or that OpenGlControlBase would expose another flow for consistently rendering at some framerate.
Avalonia version
12.0.1
OS
Windows
Additional context
No response
Describe the bug
I have a custom OpenGL renderer in Avalonia that I've been using some time, but in Avalonia 12 it now steadily leaks memory. I haven't dug into it extensively, but I've been able to narrow the issue down to calling OpenGlControlBase.RequestNextFrameRendering() to queue up the next frame; the leak happens regardless of whether anything is actually rendered within.
To Reproduce
The following code should be enough to reproduce this issue:
Expected behavior
Either that OpenGlControlBase.RequestNextFrameRendering wouldn't leak memory, or that OpenGlControlBase would expose another flow for consistently rendering at some framerate.
Avalonia version
12.0.1
OS
Windows
Additional context
No response