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Godot v4.2.stable - macOS 14.3.1 - Vulkan (Forward+) - integrated Apple M2 Max - Apple M2 Max (12 Threads)
Issue description
Dynamically generated mesh instances are discarded when they become unnecessary.
However, when the window is minimized, the deletion does not occur and continues to consume memory.
The allocated memory is released when the window is restored, but it can cause a crash in some cases.
This issue was discovered during the investigation of the following issue: #89651
Steps to reproduce
To reproduce this issue, execute the mleak_mesh_array.tscn file included in the attached project.
While the application is running, open the Debugger/Monitors in the Editor and pay attention to the value of Memory/Static.
This value will gradually increase while the application being debugged is minimized.
When the application is restored from minimization, the increased memory is released.
Tested versions
System information
Godot v4.2.stable - macOS 14.3.1 - Vulkan (Forward+) - integrated Apple M2 Max - Apple M2 Max (12 Threads)
Issue description
Dynamically generated mesh instances are discarded when they become unnecessary.
However, when the window is minimized, the deletion does not occur and continues to consume memory.
The allocated memory is released when the window is restored, but it can cause a crash in some cases.
This can be reproduced with the following code:
Steps to reproduce
To reproduce this issue, execute the mleak_mesh_array.tscn file included in the attached project.
While the application is running, open the Debugger/Monitors in the Editor and pay attention to the value of Memory/Static.
This value will gradually increase while the application being debugged is minimized.
When the application is restored from minimization, the increased memory is released.
Minimal reproduction project (MRP)
mleak_mesh_array.zip
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