为什么重新创建 D3D12CommandAllocator 会导致内存泄漏

如何解决为什么重新创建 D3D12CommandAllocator 会导致内存泄漏

我进行了以下实验
pch.h

#pragma once
#include <Unknwn.h>
#include <winrt/Windows.Foundation.h>
#include <winrt/Windows.Foundation.Collections.h>
#include <d3d12.h>
#include <dxgi1_4.h>

main.cpp

#include "pch.h"


using namespace winrt;
using namespace Windows::Foundation;

int main()
{
    init_apartment();
    com_ptr<ID3D12Debug> debugController;
    winrt::check_hresult(D3D12GetDebugInterface(guid_of<ID3D12Debug>(),debugController.put_void()));
    debugController->EnableDebugLayer();
    com_ptr<IDXGIFactory4> dxgiFactory;
    check_hresult(CreateDXGIFactory1(guid_of<IDXGIFactory4>(),dxgiFactory.put_void()));
    com_ptr<IDXGIAdapter1> dxgiAdapter{ nullptr };
    check_hresult(dxgiFactory->EnumAdapters1(0,dxgiAdapter.put()));
    com_ptr<ID3D12Device> device;
    check_hresult(D3D12CreateDevice(dxgiAdapter.get(),D3D_FEATURE_LEVEL_11_0,guid_of<ID3D12Device>(),device.put_void()));
    com_ptr<ID3D12Device4> device4 = device.as<ID3D12Device4>();
    

    //Block 1
    //This block leads to memory leak
    {
        com_ptr<ID3D12GraphicsCommandList> commandList;
        device4->CreateCommandList1(0,D3D12_COMMAND_LIST_TYPE_DIRECT,D3D12_COMMAND_LIST_FLAG_NONE,guid_of<ID3D12GraphicsCommandList>(),commandList.put_void());
        while (true)
        {
            com_ptr<ID3D12CommandAllocator> commandAllocator;
            device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,guid_of<ID3D12CommandAllocator>(),commandAllocator.put_void());
            commandList->Reset(commandAllocator.get(),nullptr);
            commandList->Close();
            commandAllocator->Reset();
        }
    }
    
    //Block 2
    //This block act normally
    {
        com_ptr<ID3D12GraphicsCommandList> commandList;
        while (true)
        {
            com_ptr<ID3D12CommandAllocator> commandAllocator;
            device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,commandAllocator.put_void());
            com_ptr<ID3D12GraphicsCommandList> commandList;
            device->CreateCommandList(0,commandAllocator.get(),nullptr,commandList.put_void());
            commandList->Close();
            commandAllocator->Reset();
        }
    }

    //Block 3
    //This block represents most common workflow
    {
        com_ptr<ID3D12GraphicsCommandList> commandList;
        device4->CreateCommandList1(0,commandList.put_void());
        com_ptr<ID3D12CommandAllocator> commandAllocator;
        device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,commandAllocator.put_void());
        while (true)
        {
            commandList->Reset(commandAllocator.get(),nullptr);
            commandList->Close();
            commandAllocator->Reset();
        }
    }
    

}

执行块 1(通过注释其他块)导致可怕的内存泄漏

Block 1 leads to memory leak

但是在执行 Block 2 和 Block 3 时内存使用几乎保持不变

Block 2 execution result

Block 3 execution result

块 1 在每一帧中重新创建 D3D12CommandAllocator。
块 2 在每一帧中重新创建 D3D12CommandAllocator 和 D3D12CommandList。
第 3 块代表最常见的工作流程。

但是为什么 Block 1 会导致内存泄漏。

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