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Locating possible memory leak in "Stalker" shaders

Started by Swartz 3 replies 2k views
Original Post
Swartz
Swartz

Hi,

I was wondering if someone here could help locate a possible memory leak that appears to be occuring in Stalker: Call of Pripyat under DX11 whenever Tessellation is enabled.

I'm hoping that the memory leak is somewhere within these shaders and not within the engine itself so that it can be fixed.

Anyways, there's four tessellation shaders:

Tess.ds: http://pastebin.com/uhx1i7VF

Tess.h: http://pastebin.com/8cmxxJKd

Tess.hs: http://pastebin.com/3xS9fz2k

Tess_Shadow.ds: http://pastebin.com/ND02LCUe

I realize this is an unusual request, I just don't know where to get any help on this as there isn't anybody modding Stalker: Call of Pripyat shaders, everyone sticks to Shadow of Chernobyl and the shader authors I've asked are too busy to help.

Any help would be appreciated.

MJP
MJP

Shaders can't allocate memory, so there's no way for them to create a memory leak.

Swartz
Swartz

Oh tongue.png

Someone else had told me differently. Sorry about that.

MJP
MJP

I guess I should add that shaders themselves can't allocate anything, but it's possible that the engine allocates things based on what's in the shader. For instance the engine might inspect the shader to look at how many textures it uses, and allocate an array of pointers that get used for storing pointers to textures. However it's impossible to know about these sorts of things without knowing more about the engine, or seeing the engine code.

Swartz
Swartz

Understood. Thanks for clearing that up for me.

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