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memory leak in DX?

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I have run into some sort of strange memory problem. I am capturing a bunch of still images, after 280 captures I get an E_OUTOFMEMORY error in CreateOffscreenPlainSurface. (This is recording a movie, so not much is done in between. My code is:
HRESULT hr;
	LPDIRECT3DSURFACE9 buffer = NULL; //The front buffer used to get the screenshot


	// Create a surface for the screenshot to be rendered to

	if( FAILED( hr = g_pDevice->CreateOffscreenPlainSurface( screenSizeX, screenSizeY,
								D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &buffer, NULL ) ) )
	{
		gLOG("OFF SCREEN SURFACE FAILED %x\n",hr);
		return hr;
	}



	// Write the front buffer to the surface 

	if (!fullScreen)
	{
		if (FAILED (hr = g_pDevice->GetRenderTarget( 0, &buffer )))
		{
			gLOG("ERROR FRONT BUFFER AQUASITION FAILED %x\n",hr);
			//do error handling etc...

			buffer->Release();
			return hr;
		}
	}
	else
	{
		if( FAILED( hr = g_pDevice->GetFrontBufferData( 0, buffer ) ) )
		{
			gLOG("ERROR FRONT BUFFER AQUASITION FAILED %x\n",hr);
			//do error handling etc...

			buffer->Release();
			return hr;
		}
	}
	
	
	if ( FAILED (hr = D3DXSaveSurfaceToFile( fileName, format, buffer, NULL, NULL ) ) )
	{
			gLOG("ERROR SAVE SURFACE TO FILE FAILED %x\n",hr);
			//do error handling etc...

			buffer->Release();
			return hr;
	}

	// Cleanup

	buffer->Release();
	

	return D3D_OK;
Now maybe I am missing something here, but it looks like every time I run this everything should be released. Is there some sort of memory leak in the DX code itself? Or am I doing something wrong? I know how to fix it, I will only create the surface once, but it seems like this is a bug in the DX code.

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You create a surface, and store it in ''buffer'', then if not fullscreen, get the frontbuffer pointer and store it in ''buffer''. You have just lost your new surface.

Windowed is fine as it writes into the supplied buffer.

Fullscreen never needed the buffer you made, AND you throw it away.

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