Big memory problem (executable size growing very fastly)

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13 comments, last by theScore 9 years, 9 months ago
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.

Sean Middleditch – Game Systems Engineer – Join my team!

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

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

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 - Principal Software Development Engineer - Microsoft Xbox Advanced Technology Group

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

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