Original Post
I'm messing around with DX11 and I'm not sure if all memory is getting deallocated properly.
I know I have called delete, delete[], ->Release(), and set all unused pointers to nullptr after calling one of the above, but still if I open and close the program a few times I notices a net loss of about 4+ MB a time. My normal memory leak checker is ViewLeaker and I'm not sure it works with COM interfaces like DirectX (it says no losses but the face my video card ran out of memory after messing around with the program for several hours the other day begs to differ).
[QUOTE/]
D3D11: WARNING: Live Device: Name="unnamed", Addr=0x028BE808, ExtRef=1 [ STATE_CREATION WARNING #2097297: LIVE_DEVICE ]
D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x028F2A5C, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ]
D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x028F23F4, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ]
D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x028F222C, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ]
D3D11: WARNING: Live PixelShader: Name="unnamed", Addr=0x028F200C, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097262: LIVE_PIXELSHADER ]
D3D11: WARNING: Live VertexShader: Name="unnamed", Addr=0x028F19DC, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097250: LIVE_VERTEXSHADER ]
D3D11: WARNING: Live InputLayout: Name="unnamed", Addr=0x028F14D4, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097265: LIVE_INPUTLAYOUT ]
D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x028F1274, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ]
D3D11: WARNING: Live DepthStencilView: Name="unnamed", Addr=0x028F10C4, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097247: LIVE_DEPTHSTENCILVIEW ]
D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x028F0EEC, ExtRef=1, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ]
D3D11: WARNING: Live RenderTargetView: Name="unnamed", Addr=0x028F0DC4, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097244: LIVE_RENDERTARGETVIEW ]
D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x028C0854, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ]
D3D11: WARNING: Live Query: Name="unnamed", Addr=0x028C0404, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097280: LIVE_QUERY ]
D3D11: WARNING: Live Sampler: Name="unnamed", Addr=0x028C0254, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097268: LIVE_SAMPLER ]
D3D11: WARNING: Live RasterizerState: Name="unnamed", Addr=0x028C0134, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097277: LIVE_RASTERIZERSTATE ]
D3D11: WARNING: Live DepthStencilState: Name="unnamed", Addr=0x028C003C, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097274: LIVE_DEPTHSTENCILSTATE ]
D3D11: WARNING: Live BlendState: Name="unnamed", Addr=0x028C15AC, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097271: LIVE_BLENDSTATE ]
D3D11: WARNING: Live Context: Name="unnamed", Addr=0x028CE00C, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097226: LIVE_CONTEXT ]
D3D11: WARNING: Live Device Child Summary: Device Addr=0x028BE808
Using ID3D11Debug::ReportLiveDeviceObjects with D3D11_RLDO_DETAIL will help drill into object lifetimes. Objects with ExtRef=0 and IntRef=0 will be eventually destroyed through typical Immediate Context usage. However, if the application requires these objects to be destroyed sooner, ClearState followed by Flush on the Immediate Context will realize their destruction.
Live Context: 1
Live Buffer: 3
Live Texture1D: 0
Live Texture2D: 3
Live Texture3D: 0
Live ShaderResourceView: 0
Live RenderTargetView: 1
Live DepthStencilView: 1
Live VertexShader: 1
Live GeometryShader: 0
Live PixelShader: 1
Live InputLayout: 1
Live Sampler: 1
Live BlendState: 1
Live DepthStencilState: 1
Live RasterizerState: 1
Live Query: 1
Live Predicate: 0
Live Counter: 0
Live CommandList: 0
Live HullShader: 0
Live DomainShader: 0
Live ClassInstance: 0
Live ClassLinkage: 0
Live ComputeShader: 0
Live UnorderedAccessView: 0
[ STATE_CREATION WARNING #2097298: LIVE_OBJECT_SUMMARY ] [/QUOTE]
I know I have called delete, delete[], ->Release(), and set all unused pointers to nullptr after calling one of the above, but still if I open and close the program a few times I notices a net loss of about 4+ MB a time. My normal memory leak checker is ViewLeaker and I'm not sure it works with COM interfaces like DirectX (it says no losses but the face my video card ran out of memory after messing around with the program for several hours the other day begs to differ).
[QUOTE/]
D3D11: WARNING: Live Device: Name="unnamed", Addr=0x028BE808, ExtRef=1 [ STATE_CREATION WARNING #2097297: LIVE_DEVICE ]
D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x028F2A5C, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ]
D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x028F23F4, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ]
D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x028F222C, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ]
D3D11: WARNING: Live PixelShader: Name="unnamed", Addr=0x028F200C, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097262: LIVE_PIXELSHADER ]
D3D11: WARNING: Live VertexShader: Name="unnamed", Addr=0x028F19DC, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097250: LIVE_VERTEXSHADER ]
D3D11: WARNING: Live InputLayout: Name="unnamed", Addr=0x028F14D4, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097265: LIVE_INPUTLAYOUT ]
D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x028F1274, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ]
D3D11: WARNING: Live DepthStencilView: Name="unnamed", Addr=0x028F10C4, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097247: LIVE_DEPTHSTENCILVIEW ]
D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x028F0EEC, ExtRef=1, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ]
D3D11: WARNING: Live RenderTargetView: Name="unnamed", Addr=0x028F0DC4, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097244: LIVE_RENDERTARGETVIEW ]
D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x028C0854, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ]
D3D11: WARNING: Live Query: Name="unnamed", Addr=0x028C0404, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097280: LIVE_QUERY ]
D3D11: WARNING: Live Sampler: Name="unnamed", Addr=0x028C0254, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097268: LIVE_SAMPLER ]
D3D11: WARNING: Live RasterizerState: Name="unnamed", Addr=0x028C0134, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097277: LIVE_RASTERIZERSTATE ]
D3D11: WARNING: Live DepthStencilState: Name="unnamed", Addr=0x028C003C, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097274: LIVE_DEPTHSTENCILSTATE ]
D3D11: WARNING: Live BlendState: Name="unnamed", Addr=0x028C15AC, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097271: LIVE_BLENDSTATE ]
D3D11: WARNING: Live Context: Name="unnamed", Addr=0x028CE00C, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097226: LIVE_CONTEXT ]
D3D11: WARNING: Live Device Child Summary: Device Addr=0x028BE808
Using ID3D11Debug::ReportLiveDeviceObjects with D3D11_RLDO_DETAIL will help drill into object lifetimes. Objects with ExtRef=0 and IntRef=0 will be eventually destroyed through typical Immediate Context usage. However, if the application requires these objects to be destroyed sooner, ClearState followed by Flush on the Immediate Context will realize their destruction.
Live Context: 1
Live Buffer: 3
Live Texture1D: 0
Live Texture2D: 3
Live Texture3D: 0
Live ShaderResourceView: 0
Live RenderTargetView: 1
Live DepthStencilView: 1
Live VertexShader: 1
Live GeometryShader: 0
Live PixelShader: 1
Live InputLayout: 1
Live Sampler: 1
Live BlendState: 1
Live DepthStencilState: 1
Live RasterizerState: 1
Live Query: 1
Live Predicate: 0
Live Counter: 0
Live CommandList: 0
Live HullShader: 0
Live DomainShader: 0
Live ClassInstance: 0
Live ClassLinkage: 0
Live ComputeShader: 0
Live UnorderedAccessView: 0
[ STATE_CREATION WARNING #2097298: LIVE_OBJECT_SUMMARY ] [/QUOTE]