我有一个简单的C ++程序,简化为272行代码,用于初始化Direct2D,然后执行1000次操作的循环,在此过程中,它简单地创建一个ID2D1GradientStopCollection,然后创建使用ID2D1LinearGradientBrush的内容,然后立即释放它们(发行数量降至对Release的调用为零,表示通常应将其取消分配。)
但是,在每次执行此循环后,我看到进程保留的内存增加了,并且仅在释放Direct2D工厂和设备后才释放该内存,而不是在每次调用linearGradientBrush-之后释放它。 > Release()和gradientStopCollection-> Release()就像我期望的那样。
奇怪的是,当我创建/删除SolidColorBrush而不是LinearGradientBrush(仍在创建/删除gradientStopCollection)时,再也没有观察到内存泄漏。
这是我做错的事情吗,例如由于仍然被画笔使用,导致导致gradientStopCollection仍被分配? (但是在那种情况下,我看不出为什么在两个对象上调用Release之后引用计数会降为零;而且,如果我添加AddRef或删除Release以触发on上的AddRef / Release错误计数这些对象(并在程序末尾获得非零引用计数的情况),则Direct2D调试层指示d2d1debug3.dll内部在调用堆栈上调用kernelbase.dll时出现故障,从而表明AddRef / Release计数正确;但是我仍然可以通过TaskManager观察到这种内存泄漏。)
在解决此问题方面的任何帮助将不胜感激
#include <windows.h>
#include <commctrl.h>
// DirectX header files.
#include <d2d1_1.h>
#include <d3d11.h>
#include <d3d11_1.h>
bool performAllocUnallocTestLoop(ID2D1DeviceContext* in_deviceContext) {
ID2D1GradientStopCollection* gradientStopCollection;
int i;
ID2D1LinearGradientBrush* linearGradientBrush;
int cnt;
ULONG nb;
D2D1_GRADIENT_STOP gradientStops[2];
HRESULT hr;
ID2D1SolidColorBrush* solidColorBrush;
gradientStops[0].color = D2D1::ColorF(D2D1::ColorF::Yellow, 1);
gradientStops[0].position = 0.0f;
gradientStops[1].color = D2D1::ColorF(D2D1::ColorF::ForestGreen, 1);
gradientStops[1].position = 1.0f;
cnt = 1000;
for (i = 0; i < cnt; i++) {
hr = in_deviceContext->CreateGradientStopCollection(gradientStops, 2, D2D1_GAMMA_2_2, D2D1_EXTEND_MODE_CLAMP, &gradientStopCollection);
if (!SUCCEEDED(hr)) {
return false;
}
hr = in_deviceContext->CreateLinearGradientBrush(D2D1::LinearGradientBrushProperties(D2D1::Point2F(0, 0), D2D1::Point2F(150, 150)), gradientStopCollection, &linearGradientBrush);
if (!SUCCEEDED(hr)) {
gradientStopCollection->Release();
return false;
}
/*
// This code is commented and creates a solidColorBrush instead of a linearGradientBrush.
// Uncomment this code and comment the creation of the linearGradientBrush above instead and the leak disappears.
hr = in_deviceContext->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Yellow, 1), &solidColorBrush);
if (!SUCCEEDED(hr)) {
gradientStopCollection->Release();
return false;
}
*/
nb = linearGradientBrush->Release(); // Comment this line and the linearGradientBrush creation, then uncomment the solidColorBrush creation/release instead
// and the memory leak disappears.
// nb = solidColorBrush->Release();
nb = gradientStopCollection->Release();
}
return true;
}
int main_test_function(ID2D1DeviceContext* in_deviceContext) {
int i;
MessageBoxW(NULL, (WCHAR*)L"Before", (WCHAR*)L"Before", MB_OK | MB_ICONINFORMATION | MB_SETFOREGROUND);
for (i = 0; i < 10; i++) {
if (!performAllocUnallocTestLoop(in_deviceContext)) {
MessageBoxW(NULL, (WCHAR*)L"Some creation failed", (WCHAR*)L"Some creation failed", MB_OK | MB_ICONINFORMATION | MB_SETFOREGROUND);
return 0;
}
if (MessageBoxW(NULL, (WCHAR*)L"After performed another 1000 create/delete of gradientStopCollection+linearGradientBrush (leak observed in TaskManager, resource NOT released)", (WCHAR*)L"After", MB_OKCANCEL | MB_ICONINFORMATION | MB_SETFOREGROUND) == IDCANCEL) {
break;
}
}
return 0;
}
// _____________________________________________________________
// _ WinMain part: init/dest D3D and D2D factories and devices.
// _____________________________________________________________
struct TD2DFactoriesAndDevices {
ID2D1Factory1* d2dFactory;
ID3D11Device1* d3dDevice;
IDXGIDevice* dxgiDevice;
ID2D1Device* d2dDevice;
ID2D1DeviceContext* d2dDeviceContext;
};
void destFactoriesAndDevices(TD2DFactoriesAndDevices* in_struct) {
if (in_struct == NULL) {
return;
}
if (in_struct->d3dDevice != NULL) {
in_struct->d3dDevice->Release();
in_struct->d3dDevice = NULL;
}
if (in_struct->dxgiDevice != NULL) {
in_struct->dxgiDevice->Release();
in_struct->dxgiDevice = NULL;
}
if (in_struct->d2dDevice != NULL) {
in_struct->d2dDevice->Release();
in_struct->d2dDevice = NULL;
}
if (in_struct->d2dDeviceContext != NULL) {
in_struct->d2dDeviceContext->Release();
in_struct->d2dDeviceContext = NULL;
}
if (in_struct->d2dFactory != NULL) {
in_struct->d2dFactory->Release();
in_struct->d2dFactory = NULL;
}
CoUninitialize();
}
bool initFactoriesAndDevices(TD2DFactoriesAndDevices* in_struct,
const wchar_t*& out_error) {
HRESULT hr;
D2D1_FACTORY_OPTIONS options;
ID3D11Device* d3dDevice;
UINT createDeviceFlags;
D3D_DRIVER_TYPE driverType;
if (in_struct == NULL) {
out_error = L"Can not use NULL pointer";
return false;
}
in_struct->d3dDevice = NULL;
in_struct->dxgiDevice = NULL;
in_struct->d2dDevice = NULL;
in_struct->d2dDeviceContext = NULL;
in_struct->d2dFactory = NULL;
// init DCOM
if (CoInitializeEx(NULL, COINIT_APARTMENTTHREADED) != S_OK) {
out_error = L"Could not init DCOM";
return false;
}
// Create the Direct2D factory.
ZeroMemory(&options, sizeof(D2D1_FACTORY_OPTIONS));
#if defined(_DEBUG)
options.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;
// options.debugLevel = D2D1_DEBUG_LEVEL_NONE;
#endif
hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED,
options, &in_struct->d2dFactory);
if (!SUCCEEDED(hr)) {
in_struct->d2dFactory = NULL;
out_error = L"D2D1CreateFactory failed";
CoUninitialize();
return false;
}
__create_devices:
// Create the D3D device on default adapter.
createDeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
createDeviceFlags |= D3D11_CREATE_DEVICE_SINGLETHREADED;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// Creating the d3dDevice
in_struct->d3dDevice = NULL;
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
hr = D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
0,
createDeviceFlags,
featureLevels,
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION,
&d3dDevice,
nullptr,
nullptr
);
if (FAILED(hr)) {
in_struct->d3dDevice = NULL;
goto __create_failed;
}
hr = d3dDevice->QueryInterface(__uuidof(ID3D11Device1),
(void**)(&in_struct->d3dDevice));
if (FAILED(hr)) {
in_struct->d3dDevice = NULL;
goto __create_failed;
}
d3dDevice->Release();
// Get a DXGI device interface from the D3D device.
in_struct->dxgiDevice = NULL;
hr = in_struct->d3dDevice->QueryInterface(__uuidof(IDXGIDevice),
(void**)(&in_struct->dxgiDevice));
if (FAILED(hr)) {
in_struct->dxgiDevice = NULL;
goto __create_failed;
}
// Create a D2D device from the DXGI device.
hr = in_struct->d2dFactory->CreateDevice(in_struct->dxgiDevice,
&in_struct->d2dDevice);
if (FAILED(hr)) {
in_struct->d2dDevice = NULL;
goto __create_failed;
}
// Create a device context from the D2D device, to create the
// resources.
hr = in_struct->d2dDevice->CreateDeviceContext(
D2D1_DEVICE_CONTEXT_OPTIONS_NONE, &in_struct->d2dDeviceContext);
if (FAILED(hr)) {
in_struct->d2dDeviceContext = NULL;
goto __create_failed;
}
// Setting isCreated
__after_create_devices:
return true;
__create_failed:
destFactoriesAndDevices(in_struct);
out_error = L"Could not create the devices";
return false;
}
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow) {
int result;
const wchar_t* _error;
TD2DFactoriesAndDevices _struct;
if (!initFactoriesAndDevices(&_struct, _error)) {
MessageBoxW(NULL, (WCHAR*)L"An error occured", _error,
MB_OK | MB_ICONINFORMATION);
return 0;
}
result = main_test_function(_struct.d2dDeviceContext);
destFactoriesAndDevices(&_struct);
return result;
}
这已经在两台不同的机器上进行了测试,并且泄漏出现在x86 / x64调试/发布平台上
答案 0 :(得分:0)
考虑您的代码,这是预期的行为。
在内部,Direct3D11会进行一些资源跟踪,并且调用release只会将资源标记为删除,如果满足以下条件,则资源将被有效删除:
由于在循环中根本不刷新,因此资源是在GPU上创建的,但仅标记为删除。
有几种冲洗设备的方法:
在Direct3d11情况下,您最终还应该调用ClearState(这将重置整个管道),但是由于Direct2D通常负责取消分配内部资源,因此在您的用例中也不需要。