[FFmpeg-devel] [PATCH] Fixing small memory leak when wrapping texture in AVD3D11FrameDescriptor
Aaron Levinson
alevinsn_dev at levland.net
Wed Nov 8 03:50:41 EET 2017
On 11/4/2017 9:43 PM, Greg Wessels wrote:
> ---
> libavutil/hwcontext_d3d11va.c | 1 +
> 1 file changed, 1 insertion(+)
>
> diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c
> index 52683b9..65dd665 100644
> --- a/libavutil/hwcontext_d3d11va.c
> +++ b/libavutil/hwcontext_d3d11va.c
> @@ -123,6 +123,7 @@ static void d3d11va_frames_uninit(AVHWFramesContext *ctx)
> static void free_texture(void *opaque, uint8_t *data)
> {
> ID3D11Texture2D_Release((ID3D11Texture2D *)opaque);
> + av_free(data);
> }
>
> static AVBufferRef *wrap_texture_buf(ID3D11Texture2D *tex, int index)
>
LGTM. I've also noticed a memory leak with hardware-accelerated D3D11
H.264 decoding, and this patch fixes the issue. The actual memory leak
originates from wrap_texture_buf() in the same file from the following line:
AVD3D11FrameDescriptor *desc = av_mallocz(sizeof(*desc));
and there will be one leak per surface per hardware decoding session.
The number of surfaces can vary, but for H.264 and HEVC, it is equal to
20 (4 + 16). So, for H.264, there will be 20 leaks per decoding session.
It would be helpful to see this committed soon. Additionally, I looked
at the libav source base, and this issue exists there as well.
Aaron Levinson
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