MacOS scaled resolution possibly increases memory usage
Description
I've been having many problems with winit from version 0.29 to 0.30.
I haven't been able to fully port to the new event loop due to the async requirements and my program's dependence on having access to wgpu::Surface to start the WGPU API before, so I have only been able to change to the trait-based structure. I haven't tried to port it entirely yet.
Using a scaled resolution in MacOS causes much higher memory usage according to Activity Monitor. I don't know how reliable the measurement is because measuring this accurately is hard.
When I change to a non-scaled resolution, it goes down to ~100MB to render to a 4k screen, which is good.
The reason I mention this is because when I use SDL2.0 bindings, this doesn't happen. I know they are different APIs with different solutions, so this could be intended. It could also be a mistake with how I'm handling WGPU 🤷🏻
Window resizing is also slow, but that seems like something you're working on your best to address.
Thought I should post, thanks
macOS version
ProductName: macOS
ProductVersion: 14.4.1
BuildVersion: 23E224
Winit version
0.30 but also happens on older versions