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I'll probably fix this, but I'm just documenting it here. From what I've seen it seems renderer command buffers get deallocated while I'm still trying to queue commands on them. I think I'll just have to synchronize the destruction of the LibretroContext in bool IsReadyForFinishDestroy() in LibretroCoreInstance otherwise Unreal just deallocates renderer resources I guess when running editor instances. This is unfortunate because it will block the game thread until the LibretroContext instances die which will cause a lag spike in the case of more complex Libretro Cores. There might be more to this, but I'm guessing this is what's wrong.
I can probably fix up the plugin hot reloading delegate methods too.
The text was updated successfully, but these errors were encountered:
I'll probably fix this, but I'm just documenting it here. From what I've seen it seems renderer command buffers get deallocated while I'm still trying to queue commands on them. I think I'll just have to synchronize the destruction of the
LibretroContext
inbool IsReadyForFinishDestroy()
inLibretroCoreInstance
otherwise Unreal just deallocates renderer resources I guess when running editor instances. This is unfortunate because it will block the game thread until theLibretroContext
instances die which will cause a lag spike in the case of more complex Libretro Cores. There might be more to this, but I'm guessing this is what's wrong.I can probably fix up the plugin hot reloading delegate methods too.
The text was updated successfully, but these errors were encountered: