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@@ -366,6 +366,16 @@ the data and print the results to our console.
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GD.Print("Input: ", string.Join(", ", input));
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GD.Print("Output: ", string.Join(", ", output));
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+Freeing memory
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+------------------
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+
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+The ``buffer``, ``pipeline``, and ``uniform_set`` variables we've been using are
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+each an :ref:`class_RID`. Because RenderingDevice is meant to be a lower-level
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+API, RIDs aren't freed automatically. This means that once you're done using
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+``buffer`` or any other RID, you are responsible for freeing its memory
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+manually using the RenderingDevice's
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+:ref:`free_rid()<class_RenderingDevice_method_free_rid>` method.
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+
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With that, you have everything you need to get started working with compute
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shaders.
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