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Valgrind給我一個來自紋理加載方法的內存泄漏報告。我已經追溯到一種方法,但它似乎是FreeImage庫本身的泄漏?FreeImage_Load內存泄漏
(內存泄漏的其餘部分都來自FreeImage_Load過,此處省略)
==4295== 4,320,746 (8 direct, 4,320,738 indirect) bytes in 1 blocks are definitely lost in loss record 210 of 210
==4295== at 0x4C2CD7B: malloc (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==4295== by 0x85148C: FreeImage_AllocateHeaderT (in /tmp/lab)
==4295== by 0x851913: FreeImage_AllocateHeader (in /tmp/lab)
==4295== by 0x8698AE: Load(FreeImageIO*, void*, int, int, void*) (in /tmp/lab)
==4295== by 0x855B44: FreeImage_LoadFromHandle (in /tmp/lab)
==4295== by 0x855BE0: FreeImage_Load (in /tmp/lab)
==4295== by 0x41433F: Texture::LoadTexture(std::string, float, float) (Texture.cpp:7)
==4295== by 0x417E2B: World::LoadTextures() (World.cpp:27)
==4295== by 0x4119E5: main (project_main.cpp:217)
==4295==
==4295== LEAK SUMMARY:
==4295== definitely lost: 12,328 bytes in 17 blocks
==4295== indirectly lost: 15,095,237 bytes in 554 blocks
==4295== possibly lost: 845,677 bytes in 93 blocks
==4295== still reachable: 47,631 bytes in 425 blocks
==4295== suppressed: 0 bytes in 0 blocks
這似乎表明,泄漏發生在紋理:: LoadTexture方法,這裏是方法:
GLuint Texture::LoadTexture(std::string filename, float width, float height){
//Load Image
FREE_IMAGE_FORMAT format = FreeImage_GetFileType(filename.c_str(), 0);
FIBITMAP *image = FreeImage_ConvertTo32Bits(FreeImage_Load(format, filename.c_str()));
BYTE *bits = FreeImage_GetBits(image);
//Get width, height, bitnumber
int w = FreeImage_GetWidth(image);
int h = FreeImage_GetHeight(image);
int nBPP = FreeImage_GetBPP(image);
std::cout<<filename<<" "<<w<<"*"<<h<< " " << nBPP << std::endl;
//Generate texture references
GLuint textureID;
glGenTextures(1, &textureID);
//Bind
glBindTexture(GL_TEXTURE_2D, textureID);
//Set parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//Generate actual texture from image data (mipmaps)
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, w, h, GL_BGRA, GL_UNSIGNED_BYTE, bits);
//Unload image
FreeImage_Unload(image);
//Add texture info to a map
textures.insert(std::pair<GLuint, TextureInfo>(textureID, TextureInfo(textureID, w, h, nBPP)));
if (glGetError()) {
std::cout << "There was an error loading the texture" << std::endl;
}
//Return OpenGL textureID
return textureID;
}
任何人都可以幫助表示讚賞,不知道如何去調試這一個。
修好了,謝謝! – rilott