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Texture::SetPixels memleak


klepto2
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Go to solution Solved by Josh,

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#include "UltraEngine.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a camera
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);
    camera->SetFov(70);
    camera->SetPosition(0, 0, -3);

    auto texture = CreateTexture(TEXTURE_2D, 512, 512);
    auto pixmap = CreatePixmap(512, 512);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        texture->SetPixels(pixmap);
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

Using Texture::SetPixels (pixmap or buffer) leads to fast rising memory. 

  • Intel® Core™ i7-8550U @ 1.80 Ghz 
  • 16GB RAM 
  • INTEL UHD Graphics 620
  • Windows 10 Pro 64-Bit-Version
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It might not be, but I will check. I have seen memory rise steadily for about ten seconds before it levels off. I think the Vulkan memory allocator just creates new buffers until some threahold is reached and it levels off. But I will test this and find out for sure.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Okay, here is my test program. Of course, you can also see the memory usage if you have the VS diagnostics interface open:

#include "UltraEngine.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a camera
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);
    camera->SetFov(70);
    camera->SetPosition(0, 0, -3);

    auto texture = CreateTexture(TEXTURE_2D, 512, 512);
    auto pixmap = CreatePixmap(512, 512);

    uint64_t mem = 0;

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        auto mem2 = GetMemoryUsage();
        if (mem != mem2)
        {
            mem = mem2;
            Print(mem);
        }
        texture->SetPixels(pixmap);
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • Solution

Okay, the cause was I had a memory pool system, but I stopped allocating buffers from the mempool and just started creating them instead, but I was still recycling old buffers back into the pool, so the size grew and grew.

I question whether a memory pool is really beneficial or needed on a modern OS, so I am just going to disable these completely.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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