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    Memory Leak Detection and DX12 I've gotten used to using Visual Leak Detector on another program and would like to migrate it to my DX12 code. It's nice because after running my code, I can check the console output to see if any memory leaks popped up. I've used both Visual Leak Detector and just the CRT Heap detection stuff. Both work fine in my other programs, but in my DX12 program I get no output on the console (even if I manually introduce a memory leak). Using the CRT model, you can either call _CrtSetDbgFlag to trigger output on exits points, or call _CrtDumpMemoryLeaks before exiting the program. That first option doesn't work, and the second isn't that great because anything that hits a destructor after its called will be incorrectly flagged as a leak. Anyone have any lucky using memory leak detection with DirectX 12? I'd prefer if it printed to the console rather than running as a separate program, and I'd really prefer something free... https://ift.tt/eA8V8J

    I've gotten used to using Visual Leak Detector on another program and would like to migrate it to my DX12 code. It's nice because after running my code, I can check the console output to see if any memory leaks popped up. I've used both Visual Leak Detector and just the CRT Heap detection stuff. Both work fine in my other programs, but in my DX12 program I get no output on the console (even if I manually introduce a memory leak). Using the CRT model, you can either call _CrtSetDbgFlag to trigger output on exits points, or call _CrtDumpMemoryLeaks before exiting the program. That first option doesn't work, and the second isn't that great because anything that hits a destructor after its called will be incorrectly flagged as a leak. Anyone have any lucky using memory leak detection with DirectX 12? I'd prefer if it printed to the console rather than running as a separate program, and I'd really prefer something free...

    from GameDev.net https://ift.tt/2HP4WGw

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