Fix unbounded memory growth during monitoring
While the app was running, working set grew ~20 MB/min (reaching tens of GB over a day). dotnet-gcdump traced it to COM-callable wrappers accumulating from the per-tick binding interop: SensorTreeItemViewModel.RefreshValues raised PropertyChanged for Value/Min/Max/ToolTip on every sensor every update tick, and ViewModelBase allocated a new PropertyChangedEventArgs per raise. WinUI's binding engine is native, so each raised event marshals its args across the boundary and retains a wrapper. - ViewModelBase: reuse one cached PropertyChangedEventArgs per property name. - SensorTreeItemViewModel.RefreshValues: raise PropertyChanged only when the formatted text actually changed. Also close a leaked D3DKMT adapter handle: D3DDisplayDevice.GetDeviceInfoByIdentifier opened the adapter but skipped CloseAdapter on every early-return failure path, and it runs on each GPU's Update() tick. Close it in a finally block. Verified with dotnet-gcdump over an 18-minute soak: managed heap and live object count stay flat (~50 MB) instead of climbing 47 -> 470 MB. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -30,6 +30,10 @@ public sealed class SensorTreeItemViewModel : ViewModelBase
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private Visibility _valueColumnVisibility = Visibility.Visible;
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private Color? _penColor;
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private TemperatureUnit _temperatureUnit;
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private string? _lastValue;
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private string? _lastMin;
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private string? _lastMax;
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private string? _lastToolTip;
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private SensorTreeItemViewModel(SensorTreeItemKind kind, AppSettings? settings)
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{
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@@ -259,10 +263,38 @@ public sealed class SensorTreeItemViewModel : ViewModelBase
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public void RefreshValues()
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{
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OnPropertyChanged(nameof(Value));
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OnPropertyChanged(nameof(Min));
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OnPropertyChanged(nameof(Max));
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OnPropertyChanged(nameof(ToolTip));
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// Value/Min/Max/ToolTip are computed (no backing field), so raise PropertyChanged only when the formatted text
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// actually changed. Unconditionally notifying all four for every item on every update tick made the native
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// binding engine re-marshal unchanged values across the boundary continuously — most sensors don't change each
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// tick, so this cuts the per-tick interop churn (and its retained wrappers) by a large factor.
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string value = Value;
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if (value != _lastValue)
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{
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_lastValue = value;
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OnPropertyChanged(nameof(Value));
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}
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string min = Min;
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if (min != _lastMin)
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{
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_lastMin = min;
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OnPropertyChanged(nameof(Min));
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}
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string max = Max;
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if (max != _lastMax)
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{
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_lastMax = max;
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OnPropertyChanged(nameof(Max));
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}
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string toolTip = ToolTip;
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if (toolTip != _lastToolTip)
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{
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_lastToolTip = toolTip;
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OnPropertyChanged(nameof(ToolTip));
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}
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foreach (SensorTreeItemViewModel child in Children)
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child.RefreshValues();
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}
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@@ -2,6 +2,7 @@
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// If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
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// Copyright (C) LibreHardwareMonitor and Contributors.
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Runtime.CompilerServices;
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@@ -10,6 +11,12 @@ namespace LibreHardwareMonitor.Windows.WinUI.ViewModels;
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public abstract class ViewModelBase : INotifyPropertyChanged
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{
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// Reuse one PropertyChangedEventArgs per property name. WinUI's binding engine handles PropertyChanged natively, so
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// each raised event marshals its args across the managed/native boundary and creates a COM-callable wrapper that the
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// interop layer retains. Allocating a fresh PropertyChangedEventArgs on every raise — RefreshValues fires four per
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// sensor on every update tick — therefore leaked a wrapper per raise (managed-heap growth ~28 MB/min → multi-GB).
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private static readonly ConcurrentDictionary<string, PropertyChangedEventArgs> EventArgsByName = new();
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public event PropertyChangedEventHandler? PropertyChanged;
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protected bool SetProperty<T>(ref T field, T value, [CallerMemberName] string? propertyName = null)
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@@ -24,6 +31,11 @@ public abstract class ViewModelBase : INotifyPropertyChanged
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protected void OnPropertyChanged([CallerMemberName] string? propertyName = null)
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{
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PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
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PropertyChangedEventHandler? handler = PropertyChanged;
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if (handler == null)
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return;
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PropertyChangedEventArgs args = EventArgsByName.GetOrAdd(propertyName ?? string.Empty, static name => new PropertyChangedEventArgs(name));
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handler(this, args);
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}
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}
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@@ -65,78 +65,87 @@ internal static class D3DDisplayDevice
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if (status != NTSTATUS.STATUS_SUCCESS)
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return false;
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GetAdapterType(out status, adapter, out D3DKMT_ADAPTERTYPE adapterType);
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if (status != NTSTATUS.STATUS_SUCCESS)
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return false;
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if (adapterType.Anonymous.Anonymous.SoftwareDevice)
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return false;
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deviceInfo.Integrated = adapterType.Anonymous.Anonymous.HybridIntegrated;
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GetQueryStatisticsAdapterInformation(out status, adapter, out D3DKMT_QUERYSTATISTICS_ADAPTER_INFORMATION adapterInformation);
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if (status != NTSTATUS.STATUS_SUCCESS)
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return false;
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uint segmentCount = adapterInformation.NbSegments;
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uint nodeCount = adapterInformation.NodeCount;
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deviceInfo.Nodes = new D3DDeviceNodeInfo[nodeCount];
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DateTime queryTime = DateTime.Now;
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for (uint nodeId = 0; nodeId < nodeCount; nodeId++)
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// Once the adapter is open it must be closed on every exit path. The guard clauses below bail out on the first
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// failed D3DKMT query, and this method runs on every GPU's Update() tick, so a missing close leaks a kernel
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// adapter handle (and its driver-side allocations) once per tick — unbounded over time. Close it in finally.
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try
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{
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GetNodeMetaData(out status, adapter, nodeId, out D3DKMT_NODEMETADATA nodeMetaData);
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GetAdapterType(out status, adapter, out D3DKMT_ADAPTERTYPE adapterType);
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if (status != NTSTATUS.STATUS_SUCCESS)
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return false;
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GetQueryStatisticsNode(out status, adapter, nodeId, out D3DKMT_QUERYSTATISTICS_NODE_INFORMATION nodeInformation);
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if (adapterType.Anonymous.Anonymous.SoftwareDevice)
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return false;
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deviceInfo.Integrated = adapterType.Anonymous.Anonymous.HybridIntegrated;
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GetQueryStatisticsAdapterInformation(out status, adapter, out D3DKMT_QUERYSTATISTICS_ADAPTER_INFORMATION adapterInformation);
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if (status != NTSTATUS.STATUS_SUCCESS)
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return false;
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deviceInfo.Nodes[nodeId] = new D3DDeviceNodeInfo
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uint segmentCount = adapterInformation.NbSegments;
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uint nodeCount = adapterInformation.NodeCount;
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deviceInfo.Nodes = new D3DDeviceNodeInfo[nodeCount];
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DateTime queryTime = DateTime.Now;
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for (uint nodeId = 0; nodeId < nodeCount; nodeId++)
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{
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Id = nodeId,
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Name = GetNodeEngineTypeString(nodeMetaData),
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RunningTime = nodeInformation.GlobalInformation.RunningTime,
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QueryTime = queryTime
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};
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GetNodeMetaData(out status, adapter, nodeId, out D3DKMT_NODEMETADATA nodeMetaData);
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if (status != NTSTATUS.STATUS_SUCCESS)
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return false;
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GetQueryStatisticsNode(out status, adapter, nodeId, out D3DKMT_QUERYSTATISTICS_NODE_INFORMATION nodeInformation);
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if (status != NTSTATUS.STATUS_SUCCESS)
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return false;
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deviceInfo.Nodes[nodeId] = new D3DDeviceNodeInfo
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{
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Id = nodeId,
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Name = GetNodeEngineTypeString(nodeMetaData),
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RunningTime = nodeInformation.GlobalInformation.RunningTime,
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QueryTime = queryTime
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};
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}
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GetSegmentSize(out status, adapter, out D3DKMT_SEGMENTSIZEINFO segmentSizeInfo);
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if (status != NTSTATUS.STATUS_SUCCESS)
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return false;
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deviceInfo.GpuSharedLimit = segmentSizeInfo.SharedSystemMemorySize;
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deviceInfo.GpuVideoMemoryLimit = segmentSizeInfo.DedicatedVideoMemorySize;
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deviceInfo.GpuDedicatedLimit = segmentSizeInfo.DedicatedSystemMemorySize;
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for (uint segmentId = 0; segmentId < segmentCount; segmentId++)
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{
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GetQueryStatisticsSegment(out status, adapter, segmentId, out D3DKMT_QUERYSTATISTICS_SEGMENT_INFORMATION segmentInformation);
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if (status != NTSTATUS.STATUS_SUCCESS)
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return false;
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ulong bytesResident = segmentInformation.BytesResident;
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ulong bytesCommitted = segmentInformation.BytesCommitted;
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uint aperture = segmentInformation.Aperture;
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if (aperture == 1)
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{
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deviceInfo.GpuSharedUsed += bytesResident;
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deviceInfo.GpuSharedMax += bytesCommitted;
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}
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else
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{
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deviceInfo.GpuDedicatedUsed += bytesResident;
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deviceInfo.GpuDedicatedMax += bytesCommitted;
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}
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}
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return true;
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}
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GetSegmentSize(out status, adapter, out D3DKMT_SEGMENTSIZEINFO segmentSizeInfo);
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if (status != NTSTATUS.STATUS_SUCCESS)
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return false;
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deviceInfo.GpuSharedLimit = segmentSizeInfo.SharedSystemMemorySize;
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deviceInfo.GpuVideoMemoryLimit = segmentSizeInfo.DedicatedVideoMemorySize;
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deviceInfo.GpuDedicatedLimit = segmentSizeInfo.DedicatedSystemMemorySize;
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for (uint segmentId = 0; segmentId < segmentCount; segmentId++)
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finally
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{
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GetQueryStatisticsSegment(out status, adapter, segmentId, out D3DKMT_QUERYSTATISTICS_SEGMENT_INFORMATION segmentInformation);
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if (status != NTSTATUS.STATUS_SUCCESS)
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return false;
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ulong bytesResident = segmentInformation.BytesResident;
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ulong bytesCommitted = segmentInformation.BytesCommitted;
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uint aperture = segmentInformation.Aperture;
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if (aperture == 1)
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{
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deviceInfo.GpuSharedUsed += bytesResident;
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deviceInfo.GpuSharedMax += bytesCommitted;
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}
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else
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{
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deviceInfo.GpuDedicatedUsed += bytesResident;
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deviceInfo.GpuDedicatedMax += bytesCommitted;
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}
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CloseAdapter(out _, adapter);
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}
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CloseAdapter(out status, adapter);
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return status == NTSTATUS.STATUS_SUCCESS;
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}
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private static string GetNodeEngineTypeString(D3DKMT_NODEMETADATA nodeMetaData)
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