Emulator Issues #2184
closedDirectX plugin leaks memory on stop
0%
Description
What steps will reproduce the problem?
- start a random game
- stop it again.
- repeat it as much you like, memory usage increases around 47 MB with
every start/stop cycle.
Tested on r4984 x64.
C2D 2.4Ghz, 4GB, Geforce 9700M, Win7/X64.
Updated by heiler.bemerguy almost 15 years ago
I confirm this.. r4921 32bits win7/32
and got crashes when stopping with jitIL instead of jit
(but the leak happens with both)
Updated by snzgoo almost 15 years ago
Just an addition, after stopping a game, you wont be able to scrub a dump.
Updated by baby.lueshi over 14 years ago
Try r5031, it included a change to the way ISOs are loaded, so it might have an
effect on this bug.
Updated by snzgoo over 14 years ago
yea the memory leak got slighty bigger which is weird @5034;)
Updated by luisr142004 over 14 years ago
- Status changed from New to Accepted
(should have the accepted status :p)
Updated by Sonicadvance1 over 14 years ago
32MB of this memory leak is contributed to Memory Card's destructor not being called
when it's deleted.
Updated by Sonicadvance1 over 14 years ago
Please check if the amount is fixed with rev 5042.
Updated by BhaaL over 14 years ago
r5045 and probably r5046 should also add up to this one (or rather, subtract :P)
Note that about 10-12 MB of the observed "first time starting game leaks more than
subsequent starts" are due to the fact that Plugins were loaded (and stay loaded).
This can be observed by opening all config dialogs (GFX, DSP, Pad and Wiimote).
Starting the game afterwards should show rather constant increase in memory use.
Updated by snzgoo over 14 years ago
D3D is still pretty good leaking memory, OGL seams okay:
1st, 2nd, 3rd, 4th, 5th stopping of a wii game in a row (before i stopped the game
for the 5th time, i went into the menu, getting some music and some shader stuff
going on, all other stos were after around 10 seconds @wiimote disclaimer)
D3d OpenAL: 32mb, 20mb, 17mb, 20mb, 28mb (sound/shader)
D3d DSound: 33mb, 22mb, 20mb, 22mb, 32mb (sound/shader)
OGL OpenAL : 21mb, 1~mb, <1mb, 1~mb, <1mb, (sound/shader)
OGL DSound: 21mb, 1~mb, 0mb, <1mb, <1mb (sound/shader)
Updated by snzgoo over 14 years ago
I did some more debugging and found out that the shader cache is causing a big part
of the memory leak under D3D. With empty shader cache we just leak around 17mb on the
first stop and just around 10mb on the second stopping, compared to 33mb and 22mb
with a good filled shader cache.
Updated by sl1nk3.s over 14 years ago
this is issue is partially fixed, the remaining issue is more related to the DirectX
plugin memory leak including texture leaking
Updated by snzgoo over 14 years ago
current leak on stop @D3D:
D3d & OpenAL: 31mb 23mb 20mb 20mb 30mb (sound/shader)
D3d & DSound: 34mb 24mb 20mb 20mb 32mb (sound/shader)
Updated by snzgoo over 14 years ago
and current leakage when u delete your shadercachefiles(BIG IMPROVEMENT!):
D3D & D3ound: 5mb~ 200kb~ 64kb~ 152kb~ 100kb~ (sound/shader)
Updated by nakeee over 14 years ago
any news on that one?
anyone figured what we do different between stop and the shadercachefile?
Updated by Anonymous over 14 years ago
can someone test this on stable and trunk?