How exactly does memory handling (i.e, the function Release) work with Direct3D?

Direct3D is based on COM, which is a technology that's at least 15 years old. Seems many people claim COM is dead and for that reason many overlook it, but reality is that there are many things in windows including Direct3D and MS's new Media Foundation that are all based on COM.

The application of addref/release semantics is much wider than COM technology. There is simple rule one CreateObject() (or CreateTexture, or GetRenderTarget, or GetBackBuffer, etc...) have to be confronted with one Release(), one AddRef() have to be confronted with one Release().

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