I have a memory issue after disposing all my D3D objects and lastly disposing the device. I want to free all memory and, depending on user interaction, creating a new device, but removing all memory footprint of the old device.
I traced down some Disposing issues I had to only have this left, right at the line at disposing the device:
I get this by calling:
I understand that that the DeviceDebug interface I receive to get this debug information increases the Refcount of the ID3D11Device by +1. So it should be 2 references left.
Now I wonder if I need to track down this last reference (the 2nd) in order to get the device fully released after I call .Dispose(). Or if this is a internal refernece that is handled for me.
The issue is, that I don't know how to check for remainding objects after the device disposing. I get no warnings about active objects in output anymore, them I fixed already.
My memory grows linearly by about ~15MB each creation and destruction of my window (not closing the application, just the part that needs a device).
Any help appreciated!