When compiling a large set of pipelines from scratch (without the cache from #98), there's an ever-increasing memory overhead that does not go back down after compilation is finished. In Dusk, with like ~650 pipelines compiled on startup, there's like 500 MB of "leaked" memory. This seems to be consistent on all three backends (D3D12, Vulkan, Metal) I've tried.
When compiling a large set of pipelines from scratch (without the cache from #98), there's an ever-increasing memory overhead that does not go back down after compilation is finished. In Dusk, with like ~650 pipelines compiled on startup, there's like 500 MB of "leaked" memory. This seems to be consistent on all three backends (D3D12, Vulkan, Metal) I've tried.