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How can I locate a live object (undisposed resource)


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#1 Gavin Williams   Members   -  Reputation: 780

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Posted 12 March 2013 - 03:41 AM

Hi,

 

I'm having trouble locating an undisposed buffer. I have gone through all my classes a number of times now and simply can't locate the live object. What techniques are available to find the buffer ?



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#2 Yourself   Crossbones+   -  Reputation: 1195

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Posted 12 March 2013 - 04:15 AM

Give all objects a name and use that to track down the object.

INLINE void DX11_SetDebugName(ID3D11DeviceChild* ptr, const char* name)
{
	if ( ptr )
	{
		ptr->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name);
	}
}


#3 Gavin Williams   Members   -  Reputation: 780

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Posted 12 March 2013 - 04:30 AM

I don't know how that helps, I might be missing a technique that uses the debug name. For instance, a named resource for me doesn't produce any extra output.

 

Active COM Object: [0x9213C7C] Class: [SharpDX.Direct3D11.Buffer] Time [03/12/2013 21:27:24] Stack:



#4 Gavin Williams   Members   -  Reputation: 780

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Posted 12 March 2013 - 05:13 AM

Looking at graphics diagnostics, there are 10 buffers :

 

  Terrain.cBuffer

  Chunk.IndexBuffer

  Chunk.VertexBuffer

  Chunk.VertexBuffer

  Chunk.VertexBuffer

  Chunk.VertexBuffer

  D2D Internal : General Vertex Buffer

  D2D Internal : Matrix Constant Buffer

  D2D Internal : Pixel Shader Constant Buffer

  D2D Internal : General Constant Buffer

 

The chunk and terrain buffer disposal calls are being reached, I've checked using debug output.






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