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Big memory problem (executable size growing very fastly)


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#1   Members   

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Posted 05 August 2014 - 03:38 AM

Hi !

I am doing deferred rendering with Direct3D 11, and it works well... Except that each second during the execution, the executable becomes about 25 MBytes bigger each second... ( about 300 fps)

 

My rendering loop looks like this :

	while (exitThread == false)
	{

		GBuffer();

		lightingPass();

		deferredContext->FinishCommandList(TRUE, &commandList);
		deviceContext->ExecuteCommandList(commandList, FALSE);
		
		swapChain->Present(0,0);
	}

In the GBuffer, I am rendering to 3 textures : colors, normals and positions (8 Bytes for each pixel)

What could be according to reasons which could make increasing executable size during the execution ?


Edited by theScore, 05 August 2014 - 03:48 AM.


#2 slalrbalr   Banned   

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Posted 05 August 2014 - 03:58 AM

Not sure what you mean by "executable size" - maybe you meant "the process' used memory size"? Are you maybe allocating resources (like the gbuffer textures) every frame and never releasing them?



#3   GDNet+   

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Posted 05 August 2014 - 07:19 AM

Do you get any debug error output? Do you have memory leaks? Does ReportLiveObjects provide any information when you exit the app?


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Posted 05 August 2014 - 10:00 AM

Yes you are right, rather process size in memory, I am not allocating every frame, so it is not for that I don't understand

 

I don't have any errors but I have warnings, this is the end of my list :

 

D3D11 WARNING: Live Object at 0x03001974, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x03003F04, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x0300655C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x03008AEC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x0300B084, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x0300D614, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x0300FBAC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x0301213C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x030146D4, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x03016C64, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x030191FC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x0301B78C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x0301DD24, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Object at 0x030202B4, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live                         Object :    534 [ STATE_CREATION WARNING #0: UNKNOWN]
 
I also have memory leaks detected before the rendering loop, but apparently nothing which can cause increasing process size.
I didn't pay attention to these warning before, so how can I find which variables are concerned by these warnings ?

Edited by theScore, 05 August 2014 - 10:01 AM.


#5   Members   

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Posted 05 August 2014 - 10:05 AM

I am trying to check with reportLiveObjects.



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Posted 05 August 2014 - 10:18 AM

Are you sure you are not allocating ? , some D3D functions may allocate resources that you are responsible for cleaning up.

posting the code from the GBuffer and lightningPass functions/methods would make it alot easier for others to help you.
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#7   Members   

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Posted 05 August 2014 - 10:54 AM

edit


Edited by theScore, 05 August 2014 - 12:21 PM.


#8   Members   

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Posted 05 August 2014 - 11:16 AM

1) Use a memory debugging library to detect allocations/leaks.
2) Use a graphics debugging tool (e.g. the one built into modern Visual Studio versions) to detect graphics object leaks.
3) Comment out all code and then slowly add pieces back in until the problem reappears.

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#9   GDNet+   

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Posted 05 August 2014 - 11:28 AM


I didn't pay attention to these warning before, so how can I find which variables are concerned by these warnings ?

 

You can determine what type of object you're allocating but not releasing by first creating a D3D11Debug object via device->QueryInterface(IID_PPV_ARGS(&pDebug)); Just knowing the type of object should point you in the right direction. In general, you should be concerned with any object you create with device->Createxxx(...).

 

You can then call pDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL); to get a more detailed description of allocated objects and their reference count.

 

Don't forget to release the debug object itself in your application exit cleanup routine.


Edited by Buckeye, 05 August 2014 - 11:37 AM.

Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.

You don't forget how to play when you grow old; you grow old when you forget how to play.


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Posted 05 August 2014 - 12:20 PM

Ok but when I see that a type of object "lives" 48 times for example, how can I know if it normal or not ? Or are they all supposed to be freed ? 

If I am supposed to free them, how can I do if it is not inside the destructor ?


Edited by theScore, 05 August 2014 - 12:22 PM.


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Posted 05 August 2014 - 12:37 PM

There is a way to name all D3D objects you create. See http://seanmiddleditch.com/journal/2014/02/direct3d-11-debug-api-tricks/

This helps with determing what you're looking. I highly recommend making your wrappers and helpers require debug names and ensuring that every object you create has a meaningful name attached to it. e.g., the source image for textures, or names like "normal buffer", or so on. Vertex/index buffers can likewise be named according to the data source they're filled from. Shaders and so on as well.

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Posted 05 August 2014 - 12:49 PM

Thanks ! I am taking a look at your web site, I go back if I have any questions !



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Posted 05 August 2014 - 02:35 PM

 

Ok but when I see that a type of object "lives" 48 times for example, how can I know if it normal or not ?

Between rendered frames themselfs, one cannot create any resource at all - even if it was being managed and freed. (opose game further routine though)

 

PIX is a good dx commands dogy

 

http://en.wikipedia.org/wiki/PIX_%28Microsoft%29



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Posted 05 August 2014 - 02:51 PM

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Isn't this just as simple as not Release'ing your command list? You appear to be creating one per frame and nowhere in the code snippet do you ever release your reference to it.


Adam Miles - Senior Software Development Engineer - Xbox Advanced Technology Group


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Posted 05 August 2014 - 03:45 PM

You are absolutly right ajmiles, I am releasing now in the rendering loop, and there is no problem now ! Thank you ! And thanks to the other ones !

It was only that smile.png


Edited by theScore, 05 August 2014 - 05:17 PM.





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