我正在为我正在制作的游戏创建一个基本的SDL + OpenGL关卡编辑器,在创建动态TTF曲面时,我遇到了一些非常严重的内存泄漏,然后将它们转换为OpenGL纹理。
例如:
每一帧,我运行一些看起来像这样的代码:
shape_label = SDL_DisplayFormat(TTF_RenderText_Solid(font, shape_names[c2].c_str(), textColor));
shape_label_gl = gl_texture(shape_label);
draw_rect(shapes[c2][0], shapes[c2][1], shape_label->w, shape_label->h, shape_label_gl, 0);
SDL_FreeSurface(shape_label);
然而,当我使用valgrind时,它表明存在大量相对较大的内存泄漏。当我监视活动监视器(Mac)中的程序时,它可以爬到近500 MB的内存使用量,并且可能会从那里继续。
这是valgrind错误:
==61330== 1,193,304 (13,816 direct, 1,179,488 indirect) bytes in 157 blocks are definitely lost in loss record 6,944 of 6,944
==61330== at 0xB823: malloc (vg_replace_malloc.c:266)
==61330== by 0x4D667: SDL_CreateRGBSurface (in /Library/Frameworks/SDL.framework/Versions/A/SDL)
==61330== by 0xE84C3: TTF_RenderUNICODE_Solid (in /Library/Frameworks/SDL_ttf.framework/Versions/A/SDL_ttf)
==61330== by 0xE836D: TTF_RenderText_Solid (in /Library/Frameworks/SDL_ttf.framework/Versions/A/SDL_ttf)
==61330== by 0x10000A06D: SDL_main (in ./leveleditor)
==61330== by 0x100013530: -[SDLMain applicationDidFinishLaunching:] (in ./leveleditor)
==61330== by 0x65AD0D: __-[NSNotificationCenter addObserver:selector:name:object:]_block_invoke_1 (in /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation)
==61330== by 0x36C7B9: _CFXNotificationPost (in /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation)
==61330== by 0x646FC2: -[NSNotificationCenter postNotificationName:object:userInfo:] (in /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation)
==61330== by 0xB4C4E2: -[NSApplication _postDidFinishNotification] (in /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit)
==61330== by 0xB4C248: -[NSApplication _sendFinishLaunchingNotification] (in /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit)
==61330== by 0xB4AF0F: -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] (in /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit)
如何在不使用大量内存的情况下,如何使TTF逐帧工作?
编辑:为了将来的参考,我是个白痴。我忘了这样做:
glDeleteTextures(1, &status_bottom_gl);
答案 0 :(得分:1)
TTF_RenderText_Solid分配一个你没有释放的新表面:
SDL_Surface *ttf = TTF_RenderText_Solid(font, shape_names[c2].c_str(), textColor);
shape_label = SDL_DisplayFormat(ttf);
shape_label_gl = gl_texture(shape_label);
draw_rect(shapes[c2][0], shapes[c2][1], shape_label->w, shape_label->h, shape_label_gl, 0);
SDL_FreeSurface(shape_label);
SDL_FreeSurface(ttf); // Must free this as well!
请注意,为了获得最佳性能,您应该将这些曲面缓存到某处,而不是创建&每一帧都摧毁它们。