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我试图追查“内存泄漏”。然而这似乎并不像一个真正的内存泄漏,因为调用ReportLiveDeviceObjects
报道,有0引用DirectX11 COM对象0引用未发布
D3D11 WARNING: Live ID3D11Texture2D at 0x00000140D3FE44F0, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: Live ID3D11RenderTargetView at 0x00000140D3FCBB60, Refcount: 0, IntRef: 0 [ STATE_CREATION WARNING #428: LIVE_RENDERTARGETVIEW]
D3D11 WARNING: Live ID3D11Texture2D at 0x00000140D3FE5BF0, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: Live ID3D11RenderTargetView at 0x00000140B8EDB000, Refcount: 0, IntRef: 0 [ STATE_CREATION WARNING #428: LIVE_RENDERTARGETVIEW]
正如你所看到的,ID3D11RenderTargetView
对象既有0内部和外部参考。但它仍然是一个活的对象。什么可能导致这种情况发生?
为了清楚起见,我用这通过SharpDX,虽然这应该不会影响从11 DirectX的输出
调试通讯问题: https://github.com/sharpdx/SharpDX/issues/903
这正是问题。我正在调用flush,但是在我放置渲染目标之前而不是之后。 – Axiverse