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No way to manually destroy memory blocks before Device is destroyed

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Issue 类型
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描述清晰度
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技术栈
rust

调研方向

从 Allocator 的入口点及其 Drop 行为开始,然后追踪最后的内存块是如何被保留和释放的。完成的标准是:调用方可以在销毁设备之前显式释放空块,同时保留现有的 Allocator 生命周期行为。

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描述

Hi, I seem to have run up against a wall with how the allocator destroys memory blocks.
I have a GfxCtx struct that holds basically all of my Vulkan state. Contains stuff like vk::Device, vk::Instance, Allocator, etc.

I use the Drop trait on my GfxCtx struct to run the usual destruction code (eg. ash::device::Device::destroy_device) and this is where my issue is. As far as I know, I have no way to manually destroy the last memory block for each memory type that supports general allocations, which Allocator keeps around until its Drop is run. So my GfxCtx::Drop runs, frees all allocations, destroys all Vulkan state, when the device is destroyed I get a DeviceMemory leak validation error because Allocator doesn't get dropped until afterwards.

Usually I would use core::mem::take or core::mem::drop, but that's not an option because Allocator doesn't implement Copy or Default, respectively. Which it shouldn't!

I'm no graphics programmer, but this also seems like it's not an unreasonable use case?

I could wrap it in an Option or something, but it seems reasonable enough to request a destroy_empty_blocks() function for a little more control over when allocations are destroyed.

Thoughts? Or am I missing something obvious?

主要语言
Rust
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503
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87
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30 天内没有已合并 PR

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