There is a memory leak when allocating a bigger result memory in the PopulateUpdateCommandList when rebuilds are executed. The result and scratch buffers will get leaked. Follow up with a fix to track this memory and deallocate it after GPU frames aren’t referencing anymore.
Hello,
I may have missed something but I have a redefinition compile error on the buildSizeInfo variable, in VkAccelStructManager.cpp line 124 (redef of line 91). There must be a way to allow shadowed variables, but I think it would be better to fix it in the code.