# immediate disposing of swapchains

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Hi - ok, this is yet another "I'm doing swap-chains but they bug on me"-thread. I'm really in a mess here, so I hope someone can help me out. C#/Managed DirectX btw. [question] The swapchains implementation described below works like a charm... unless I'm low on memory. I use a viewarea of 1920x1200x4multisamples without problems. This is something like 73MB including depth-stencil - the cards I'm testing on has 256MB. When splitting the view into two separate views (swapchains), I often get an OutOfMemory-exception. I suspect this is due to the surfaces not being deallocated until later, making the program run out of memory due to double allocation. So finally: Is there anything I can do to force immediate deallocation? If not, am I doing something wrong to make it allocate too much memory? [method-outline] So basically I have everything working - swapchains are used for drawing to multiple controls. I create and use separate color- and depth-surfaces for each swapchain, and switch rendertargets/depth-surfaces manually. I switch off IsUsingEventHandlers when I create the surfaces, and manually dispose of them before creating new ones. I also call releasegraphics/dispose on the depth/color-surfaces whenever I stop rendering to them (apparently it's necessary to unhook events - doesn't crash the program anyway). The relevant part of the code can be found here: http://rafb.net/p/2F83qK72.html Cheers,

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I guess a simpler questions is: What is the command with least performance-penalty that will flush the d3d-command-buffer?
(unfortunately I'm not using d3d10, where I would be able to call device.flush)

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Deterministic Finalization in C#?
1) Look at the using construct
e.g.
using(Surface surface = new Surface()){  //use the surface here}

2) Disposal pattern
That's the only advice I can give you...
I hope this helps.

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The disposal pattern is how managed-d3d is structured to do the deallocation of surfaces - and hence, how I'm currently doing it. I'm explicitly calling dispose() though, as the allocation/deallocation are in separate functions.

My question, I believe, is not directly connected to c#-garbage-collection - I've come to the conclusion that it has to do with the d3d-command-buffer not being flushed until I call swapchain.present (which is after the allocation of the new buffer, hence I have a time-interval with double-memory allocated).

Some commands, e.g. present and occlusion-queries, force a flush of the command-buffer. I'm hoping for an extremely lightweight d3d-command that will force this flush, which in turn hopefully will force deallocation.

[Edited by - gjoel on July 18, 2007 9:23:22 AM]

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