it's my ue4 game project . The first time the pso is created, the process of moving the link, the second time the result is directly read from the PSO cache File. The first time to create a PSO and go through the linking process will generate a lot of memory that cannot be released. I would like to ask if there is a release plan for this piece?
metal new render pipelinestate with pipelinestate cache have memory leak at first time
This is memory allocated by the MTLLibrary for a MTLFunction object. The engine/app should not need those objects once a PSO has been created. When those objects get freed, that 75MB will be freed.
Exactly same issue here. I tried to release both MTLRenderPipelineState and MTLFunction with no luck. How do @Graphics and Games Engineer find out it is related to MTLFunction? The call stack does not show evidence of that. It is linking PSO given MTLFunction which is prepared in another path in Unreal Engine.
Is there way to track what resources are leaking and what are their reference status?