I've seen tons of examples on the net about how to get a DebugDevice in SharpDX, and then how at the end, to call ReportLiveDeviceObjects( ). Yet every single example shows a stack of still-instantiated objects. The ID3D11Device always has at least 2 external refcounts on it, and the rest have internal refcounts, but no external refcounts... This seems unclean.
I'd like to know if there is *a* way to "clean up" the DebugDevice so that the DebugDevice knows that ALL of the D3D objects are gone and cleaned up. Kinda like a way to call DebugDevice.SetD3DDevice( null ), or DebugDevice.DisposeYourReferenceToD3D( ), and THEN call ReportLiveDeviceObjects( )! I want a clean log! I haven't seen one example where the log is clean.
I know enough to flush the context, and clear it's state, by the way. This still-having-entries log file is after doing all that.
Edited by zipwax, 29 July 2014 - 01:34 AM.