Huh...just found a weird bug in #sdl3, it's nothing anyone sane would ever likely run into but I ran into it when trying to do some stress testing/benchmarks with some functions to compare the drivers. On the vulkan backend and ONLY the vulkan backend a large number of pending draw calls using the accelerated renderer interface causes SDL_RenderPresent to throw VK_ERROR_OUT_OF_DEVICE_MEMORY without tripping any other checks before that (it's uncatchable without raw vulkan code)
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the other backends seem to handle it just fine, or when they do run into an issue where there's not enough memory the actual call fails instead of segfaulting, i might debug this more later (not really what I was intending to do, just stumbled on the weird issue while torturing it in other ways.)
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text/gemini