a rather quick question, I am starting on implementing rendering with deferred context into my game engine, and came across a heavy memory leak when recording command lists on my deferred contexts. Because every frame I would go like this: DeferredContext[THREAD]->FinishCommandList( 0,&commandLists[THREAD] ), it would eat up RAM, so I Release them every time, like:
if(DeferredContext[THREAD]commandLists[THREAD]){
DeferredContext[THREAD]commandLists[THREAD]->Release();
DeferredContext[THREAD]commandLists[THREAD] = NULL;
}
I previously only released objects when they wouldn't be used any more, so I thought there would be a more optimized way of handling this? (Like mapping dynamic *ID3D11Buffers for example?)