-
Notifications
You must be signed in to change notification settings - Fork 8
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Problems with disposing texture when using video, also memory leak #2
Comments
You should not dispose the texture you got from For the memory leak, I'll look into the problem. |
I cannot reproduce memory leak here. I used a 1080p 60 FPS video (~2 min, plus multiple times of replaying) to test its performance under high pressure. When opening the video it takes ~81 MB (baseline). The highest memory usage recorded was +~10 MB (on replaying), and the average usage was +~5 MB. Seconds after replaying a GC was triggered and the usage falled back to average. |
Hmmm while playing the demo video, memory leak is observed... |
Can you test the latest commit aa5d9a5? |
Found memory leak in AudioDecodingContext.cs in Dispose the _resampleContext was close but not freed. When new video loaded the closed resampleContext was not freed by ffmpeg.
|
Thanks, it helps. |
There is no texture.Dispose() called in the Draw method in the VideoPlayback Demo for DesktopGL
I noticed that the memory usage of the program goes up linearly
When I added said Dispose call, there was a System.NullReferenceException
in FFmpegHelper Line 230
Same for the Code in the Readme in Monogame.Extended.VideoPlayback
The text was updated successfully, but these errors were encountered: