Memory leak when using glFenceSync

I decided to change my application to not have internal timers. I decided to just sync to the video signals I have coming into the system. Changed the main loop and added a fence sync after the system is done with the textures being drawn before i wake up the frame capture thread. Can’t have him writing textures that are in use.

System runs just fine. synchronizes to the video signal easy-peasy.

The problem is the system has a memory leak and uses over 85% of one of my processors.

timer solution only used 35% of one processor and had no memory leak.

I took out a pause waiting for the timer wake up and added a fence sync after the draw commands. All in one file.

does anyone know of a memory leak in the Nvidia 346.72 driver for red hat linux 6.6?