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Possible memory leak

See original GitHub issue

The following code:

D3D11.D3D11CreateDevice(
    null,
    DriverType.Hardware,
    DeviceCreationFlags.BgraSupport | DeviceCreationFlags.Debug,
    new[] { FeatureLevel.Level_11_1, FeatureLevel.Level_11_0 },
    out ID3D11Device d).CheckError();

d.Dispose();

results in the following debug output after a call to IDXGIDebug::ReportLiveObjects:

DXGI WARNING: Live IDXGIFactory at 0x000001CDF07E4740, Refcount: 2 [ STATE_CREATION WARNING #0: ]
DXGI WARNING: 	Live IDXGIAdapter at 0x000001CDF1598D30, Refcount: 1 [ STATE_CREATION WARNING #0: ]
DXGI WARNING: Live                   IDXGIAdapter :      1 [ STATE_CREATION WARNING #0: ]
D3D11 WARNING: Live ID3D11Device at 0x000001CDF1725030, Refcount: 3 [ STATE_CREATION WARNING #441: LIVE_DEVICE]
D3D11 WARNING: 	Live ID3D11Context at 0x000001CDF17584E0, Refcount: 1, IntRef: 1 [ STATE_CREATION WARNING #2097226: LIVE_CONTEXT]
D3D11 WARNING: Live                  ID3D11Context :      1 [ STATE_CREATION WARNING #422: LIVE_OBJECT_SUMMARY]

Is this a memory leak as it appears? I noticed this when testing my D2DERR_RECREATE_TARGET code; my app started consuming memory like crazy.

Issue Analytics

  • State:closed
  • Created 4 years ago
  • Reactions:1
  • Comments:11 (5 by maintainers)

github_iconTop GitHub Comments

2reactions
amerkolecicommented, Oct 6, 2019

Will take look and fix it very soon, thanks for reporting

1reaction
amerkolecicommented, Oct 7, 2019

Some fixes has landed.

Read more comments on GitHub >

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