d3d11videosink: leaking handles
Sorry for pasting gstreamer-sharp code here, but that is what I am capable of at the moment. I guess this should be easily translated.
It seems doing rapid state changes (that is not so elegant, but still), d3d11videosink leaks a USER object/handle on each itteration. If the sample is expanded to have the sink render on a usercontrol (via VideoOverlayAdapter) it also leaks a GDI object/handle.
This does not happen with d3dvideosink or glimagesink.
private void Setup()
{
_pipeline = (Pipeline)Parse.Launch("videotestsrc ! d3d11videosink");
_pipeline.SetState(State.Playing);
timer.Interval = 2000;
timer.Start();
}
private void timer_Tick(object sender, EventArgs e)
{
_pipeline.SetState(State.Null);
_pipeline.SetState(State.Playing);
}
Edited by Seungha Yang