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Excessive memory pool bloating could occur for certain workloads in Metal. Particularly those which continuously allocate increasingly large buffers with minimal re-use of existing buffers. New logic added to the memory pool flushes old buffers if they have not been used for a set period of time. Timing is calibrated against system resources and overall memory pressure. Metal memory pressure will run higher than OpenGL, however, this is an active decision to provide significant performance improvements for scenarios which allocate lots of memory and for keeping frames queued in flight without stalling on pending GPU work. Authored by Apple: Michael Parkin-White Pull Request: https://projects.blender.org/blender/blender/pulls/108083