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Update Texture2DRD docs for set_texture_rd_rid
#1212
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Ownership statement is incorrect and can cause RID leaks
Line 14 and Line 15 currently state that
Texture2DRDowns and auto-frees the provided RD RID, but implementation only frees the internaltexture_ridwrapper (scene/resources/texture_rd.cpp:75-89,scene/resources/texture_rd.cpp:122-127). This doc text reverses ownership expectations and can lead users to skip freeing their RD RID.Proposed doc fix
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Coderabbit, in the Godot docs the same has been done (as the maintainers themselves have suggested this). I'll update it though if needed
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@AR-DEV-1, I've now checked both the Godot PR and the actual implementation. My concern still stands — here's the evidence:Godot PR
#116671is still open and unmerged. The current Godotmasterdoc forTexture2DRDstill has only the bare original line. The only maintainer comment there (fromAThousandShips) was a formatting suggestion for the[b]Note:[/b]line — it didn't validate the ownership claim at all.The implementation confirms
Texture2DRDdoes NOT take ownership of the caller-supplied RD RID. Looking at the code:Destructor (
~Texture2DRD()): only freestexture_rid(the internal RenderingServer wrapper), nevertexture_rd_rid:_set_texture_rd_rid()on replacement: usesRS::texture_replaceon the internaltexture_ridwrapper — the previously storedtexture_rd_ridis silently overwritten without being freed:The documentation as written tells users not to call
free_rid, which would cause a RD RID leak every time aTexture2DRDis destroyed or its RID is replaced. The suggested fix from my original comment is the accurate description of the actual behavior:It may be worth also flagging this on the upstream Godot PR (
#116671), since the same incorrect documentation would land there too if merged as-is.There was a problem hiding this comment.
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Hmm, okay, I'll see what I can do
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@AR-DEV-1, sounds good! When you're ready, the suggested diff from my previous comment should cover it. If it would help, you could also leave a note on the upstream Godot PR#116671pointing to the implementation — that way the same correction can land there before it's merged. Happy to help with anything else in the meantime!