Skip to main content
GameDev.net gamedev.net
🔒 Locked

Using ID3D10Resource question

Started by lomateron Apr 18, 2013 at 4:28 PM 0 replies 1.4k views
Original Post
lomateron
lomateron

I am doing this code:


ID3D10Resource* reSo;

shaderResourceA->GetResource(&reSo);
g_pd3dDevice->CopyResource(Text1,reSo);

shaderResourceB->GetResource(&reSo);
g_pd3dDevice->CopyResource(Text2,reSo);
My question is, Where do i have to call Release()?
IS it like THIS:

ID3D10Resource* reSo;

shaderResourceA->GetResource(&reSo);
g_pd3dDevice->CopyResource(Text1,reSo);
reSo->Release();

shaderResourceB->GetResource(&reSo);
g_pd3dDevice->CopyResource(Text2,reSo);
reSo->Release();
or like THIS:

ID3D10Resource* reSo;

shaderResourceA->GetResource(&reSo);
g_pd3dDevice->CopyResource(Text1,reSo);

shaderResourceB->GetResource(&reSo);
g_pd3dDevice->CopyResource(Text2,reSo);

reSo->Release();
reSo->Release();
21st Century Moose
21st Century Moose

Do it the first way. The pointer returned by GetResource is going to be different for each call (as GetResource is called on a different shader resource each time), so by doing it the second way you'll (1) leak the resource returned by your first GetResource call, (2) actually destroy the resource returned by your second, and (3) risk crashing when you come to clean up the second for real.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls. 

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.