{"record":{"id":"df3c0acddbc99695","repo":"emilk/egui","slug":"tried-to-update-a-texture-that-has-not-been-alloca","errorCode":null,"errorMessage":"Tried to update a texture that has not been allocated yet.","messagePattern":"Tried to update a texture that has not been allocated yet\\.","errorType":"panic","errorClass":null,"httpStatus":null,"severity":"error","filePath":"crates/egui-wgpu/src/renderer.rs","lineNumber":699,"sourceCode":"                },\n                size,\n            );\n        };\n\n        // Use same label for all resources associated with this texture id (no point in retyping the type)\n        let label_str = format!(\"egui_texid_{id:?}\");\n        let label = Some(label_str.as_str());\n\n        let (texture, origin, bind_group) = if let Some(pos) = image_delta.pos {\n            // update the existing texture\n            let Texture {\n                texture,\n                bind_group,\n                options,\n            } = self\n                .textures\n                .remove(&id)\n                .expect(\"Tried to update a texture that has not been allocated yet.\");\n            let texture = texture.expect(\"Tried to update user texture.\");\n            let options = options.expect(\"Tried to update user texture.\");\n            let origin = wgpu::Origin3d {\n                x: pos[0] as u32,\n                y: pos[1] as u32,\n                z: 0,\n            };\n\n            (\n                texture,\n                origin,\n                // If the TextureOptions are the same as the previous ones, we can reuse the bind group. Otherwise we\n                // have to recreate it.\n                if image_delta.options == options {\n                    Some(bind_group)\n                } else {\n                    None\n                },","sourceCodeStart":681,"sourceCodeEnd":717,"githubUrl":"https://github.com/emilk/egui/blob/441971a776322a482e371775219380eca812cfa9/crates/egui-wgpu/src/renderer.rs#L681-L717","documentation":"egui_wgpu::Renderer::update_texture removes the texture record from its internal map before rebuilding it; if no texture was allocated under that TextureId, the map remove returns None and the renderer panics with 'Tried to update a texture that has not been allocated yet.' Update only works on existing allocations — creating one requires register_native_texture or free_texture/allocation via egui.","triggerScenarios":"Calling renderer.update_texture with a TextureId that was never allocated (never passed via egui's texture management or register_native_texture), or one already freed with free_texture; also updating the special user texture id (TextureId::User) that was never registered.","commonSituations":"Off-by-one or stale TextureId after a texture was freed and reallocated; egui app updates a texture in a callback before the first allocation frame; mixing textures across two Renderer instances; using a native texture handle id with update_texture instead of the proper path.","solutions":["Allocate the texture first (via egui's texture allocator / renderer textures map) before calling update_texture.","Guard updates so they only run for TextureIds currently registered; skip or allocate-on-demand otherwise.","Don't free_texture an id you still plan to update later in the same session; verify id provenance across Renderer instances."],"exampleFix":"// before\nrenderer.update_texture(&device, &queue, tex_id, &rgba_image); // tex_id never allocated\n// after\nlet tex_id = renderer.register_native_texture(&device, &texture_view, wgpu::FilterMode::Linear);\nrenderer.update_texture(&device, &queue, tex_id, &rgba_image);","handlingStrategy":"validation","validationCode":"// Check allocation first:\nif !renderer.textures.read().unwrap().contains_key(&tex_id) { /* allocate before update */ }","typeGuard":"fn texture_allocated(renderer: &egui_wgpu::Renderer, id: egui::TextureId) -> bool { renderer.textures.read().map(|t| t.contains_key(&id)).unwrap_or(false) }","tryCatchPattern":"// Panic on missing id; pre-validate ids in app code: keep a HashSet<TextureId> of allocated ids and check before update_texture.","preventionTips":["Track every TextureId you allocate and free; update only live ids.","Allocate textures lazily on first update if id not yet known.","Avoid sharing TextureIds across multiple Renderer instances."],"tags":["wgpu","textures","api-misuse","panic"],"backgroundTag":"resource-not-found","analyzedSha":"441971a776322a482e371775219380eca812cfa9","analyzedAt":"2026-09-12T04:29:21.500Z","contentChangedAt":"2026-09-12T04:29:21.500Z","schemaVersion":2},"datasetVersion":"2026-09-23T08:17:48.524Z"}