Docs: the GPU frame guard catches validation errors (refs #1319)

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tylerjenningsw
2026-10-13 13:43:43 -04:00
parent 87d28ac6fe
commit 2e2d75f03a
+4 -1
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@@ -345,7 +345,10 @@ as NaNs (a kernel that skips pixels fails the oracle) and validation errors pani
(`ui-egui::frames`); headless renders, the CLI (unless `--gpu`) and CI use the CPU. Outside
tests, device errors are logged rather than fatal. A viewer frame that runs out of video memory
(`Gpu::within_memory`) renders on the CPU, the uploaded layers and pooled textures are freed, and
the RAM preview keeps half as many GPU frames from then on. A frame whose render panics is
the RAM preview keeps half as many GPU frames from then on. The same guard catches a frame's
validation errors (an invalid texture, often left by a failed allocation): that frame renders on
the CPU and the kept textures are freed, but the compositor stays on and, with no allocation
failure before it, the RAM preview keeps its GPU frames (#1319). A frame whose render panics is
rendered again on the CPU or released, never left in progress. Native readbacks and timing waits
share a finite deadline; failure retires pending readbacks exactly once, and late results are
discarded. The desktop executable and browser page own their shared device's error/loss handlers and forward