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Swartz

DX11 Locating possible memory leak in "Stalker" shaders

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Hi,

 

I was wondering if someone here could help locate a possible memory leak that appears to be occuring in Stalker: Call of Pripyat under DX11 whenever Tessellation is enabled.

 

I'm hoping that the memory leak is somewhere within these shaders and not within the engine itself so that it can be fixed.

 

Anyways, there's four tessellation shaders:

 

Tess.ds: http://pastebin.com/uhx1i7VF

 

Tess.h: http://pastebin.com/8cmxxJKd

 

Tess.hs: http://pastebin.com/3xS9fz2k

 

Tess_Shadow.ds: http://pastebin.com/ND02LCUe

 

I realize this is an unusual request, I just don't know where to get any help on this as there isn't anybody modding Stalker: Call of Pripyat shaders, everyone sticks to Shadow of Chernobyl and the shader authors I've asked are too busy to help.

 

Any help would be appreciated.

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Shaders can't allocate memory, so there's no way for them to create a memory leak.

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I guess I should add that shaders themselves can't allocate anything, but it's possible that the engine allocates things based on what's in the shader. For instance the engine might inspect the shader to look at how many textures it uses, and allocate an array of pointers that get used for storing pointers to textures. However it's impossible to know about these sorts of things without knowing more about the engine, or seeing the engine code.

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