At the begin of each Render Node `pull()`, the render job is expected to ''announce'' a maximum expected allocation requirement to the `BufferProvider`, which information is passed-on to the `LocalMemPool` to determine to which degree it can be satisfied with allocations from that local pool. Without actual empiric observation, it is impossible to determine the relevance of this step, how it should be resolved heuristically against the known contents of the pool, and how much effort to spend on that step. Thus I'll settle for the ''simplest thing that can possibly work'' — which is to check only for close matches and rather rely on additional allocations, forwarded asynchronously, assuming that the clean-up heuristics will deal with excess allocations quickly.
12 MiB
12 MiB
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