Memory Allocations on every call to SpriteBatch.End()

Hi,
I am seeing that in every call to SpriteBatch.End() there are memory allocations. Using single texture It allocates 16384 bytes every frame.
is it expected behavior?

MonoGame 3.8.0.1641
OSX Catalina
Thanks!

I randomly started to dig through the source code, despite my lack of knowledge, and oddly enough there IS an allocate on every frame bug if the target platform is WindowsUniversal in BeforeDraw, which invokes resetrendertargets which marks all meshes dirty, which causes SpriteBatch.end() to invoke PlatformDrawUserIndexedPrimitives, and that invokes PlatformApplyState to generate new VertexBufferBinding objects, because they’re marked dirty.

If you’re NOT using WindowsUniversal, I have no idea, because most of the code seems to be very cleanly written to reuse things that are only allocated once.

Hi Ikanreed, I’m using OS X, and from what i understand i’m not using WindowsUniversal (is it right?)

Yes, that’s right. I’m sorry it’s been 5 months.