My application constructs a moderately complex CIFilter tree once,
before rendering occurs. Then I draw it via calls to CIContext
drawImage on the outputImage of the root filter.
During execution, I force the tree to render many times by stretching
the output window. Then the texture count begins to increase rapidly.
It never decreases. After the free VRAM roughly fell from 250 MB down
to 30 MB, the system began to swap and the rendering slowed down
consequently.
As I understood the 'lazy evaluation' model of Core Image, CIImages
are virtual containers, and filters execute only when rendering
occurs. I thought texture resources was transparently managed and
freed by the Core Image API between two renderings...
Did I missed something ?
For info : Garbage collection is on. Source images are 512 x 512 RGBA
32 b floats CIImages. System is a PowerPC dual G5 1.8 w/ ATI Radeon
9700.
Thanks in advance.
Cyril.
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