I’m using TheMiner to profile my flash movies and I’ve noticed something strange with Shaderjobs and memory usage.
I’ve made sure to use different bitmapDatas for the shader input and output to avoid creation of new vectors.
The Shaderjob is created and run with waitForCompletion = true in an enterFrame function. Now, if I test the movie (using Flashdevelop) with the debug player, there is no notable problem, but when I test in the release player, the RAM usage starts out at 20MB (normal) but instantly climbs about 10MB per second for about 5 seconds until (i assume) the garbage collector kicks in, the memory then drops back to 20 and then starts to climb again.
This only happens if the shaderjob is started, just creating it does not noticeably affect memory.
So, the question is, what objects do shaderjobs create while running and how can we get rid of them right away when the job is finished?