Sometimes when recompiling scripts Unity will tell me a memory leak has been detected from HDRPs water, specifically from the cpu. I’m not sure if its something I should be worried about though, I’d appreciate any advice.
I have included the stack below.
Found 2 leak(s) from callstack:
#0 (Mono JIT Code) [HDRenderPipeline.WaterSystem.SimulationCPU.cs:564] UnityEngine.Rendering.HighDefinition.WaterSystem:UpdateCPUBuffers (UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.HighDefinition.WaterSurface)
#1 (Mono JIT Code) [HDRenderPipeline.cs:2187] UnityEngine.Rendering.HighDefinition.HDRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
#2 (Mono JIT Code) [RenderPipeline.cs:53] UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
#3 (Mono JIT Code) [RenderPipelineManager.cs:152] UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,UnityEngine.Object,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
#4 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr_object_AtomicSafetyHandle (object,intptr,intptr,intptr)
#5 ???
#6 ???
#7 mono_runtime_invoke
#8 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#9 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#10 Scripting::UnityEngine::Rendering::RenderPipelineManagerProxy::DoRenderLoop_Internal(ScriptingObjectPtr, void*, Scripting::UnityEngine::ObjectProxy, void const*, ScriptingExceptionPtr*)
#11 ScriptableRenderContext::ExtractAndExecuteRenderPipeline(core::vector<Camera*, core::allocator<Camera*, 0ul> > const&, void (*)(SceneNode const*, AABB const*, IndexList&, SceneCullingParameters const*), void*, ScriptingObjectPtr)
#12 Camera::ExecuteCustomRenderPipeline(Camera::EditorDrawingMode, DrawGridParameters const*, Camera::RenderFlag, core::hash_set<int, core::hash<int>, std::equal_to<int> > const&, core::hash_set<int, core::hash<int>, std::equal_to<int> > const&, ColorRGBAf, ColorRGBAf, float, float, int, Camera::OutlineDrawMode)
#13 Camera::RenderEditorCamera(Camera::EditorDrawingMode, DrawGridParameters const*, CullResults*, Camera::RenderFlag, int, bool, bool, core::hash_set<int, core::hash<int>, std::equal_to<int> > const&, core::hash_set<int, core::hash<int>, std::equal_to<int> > const&, core::hash_set<GameObject*, core::hash<GameObject*>, std::equal_to<GameObject*> >*, ColorRGBAf, ColorRGBAf, float, float, int, Camera::OutlineDrawMode)
#14 ???
#15 Handles_CUSTOM_Internal_DrawCameraWithGrid(void*, Camera::EditorDrawingMode, DrawGridParameters&, unsigned char, unsigned char)
#16 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.Handles:Internal_DrawCameraWithGrid_Injected (intptr,UnityEditor.DrawCameraMode,UnityEditor.DrawGridParameters&,bool,bool)
#17 ???
#18 ???
#19 ???