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Question by Norrin · Sep 20, 2020 at 09:40 AM · rendererpatternleak

What is the recommended pattern when using ComputeBuffer with SRP?

I'm using a compute buffer to send 2000+ vector3 to a fragment shader in a ScriptableRenderPass, it works but I get a lot of memory leak warnings like:



 GarbageCollector disposing of ComputeBuffer allocated in ... .cs at line XX. 
 Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer. UnityEngine.ComputeBuffer:Finalize()



My earlier code tried to set the buffer and then Release() it at the end Execute() in a ScriptableRenderPass which didn't work. After a lot of trial and error and realized the I Released it before the shader had a chance to access it. Subquestion: Is a compute buffer passed as a ref and an array as a value?

Back to the original question. My current implementation basically sets the buffer as a class property of the ScriptableRenderPass and releases it just before I'm updating it. ScriptableRenderPass also implements IDisposable so a second release is called (if needed) on Dispose.

So I think I have my bases covered, but I still get the warnings mentioned above.

I can't find any relevant samples covering how to user ComputeBuffer in SRP.

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