Opened 7 years ago

Closed 21 months ago

Last modified 20 months ago

#3835 closed defect (needsinfo)

Possible OpenGL Texture Object leak

Reported by: mrzzzrm Owned by:
Priority: Nice to Have Milestone:
Component: Core engine Keywords:
Cc: Patch:

Description (last modified by Stan`)

For an university project I'm currently building a tool that (build on top of apitrace) intercepts all OpenGL calls of an application an performs some analysis, e.g. counting the number of OpenGL Texture objects the application uses.

In 0AD r17720 I did the following:

  1. Start the game. No settings changed, windowed
  2. Start a new Single Player Match
  3. Save it immediately after it started
  4. Exit to main menu without performing any action in the game
  5. Load the saved game again

When repeating step 3 and 4 the number of Texture Objects in 0AD increases by 6 every time, even after, say, 10 attempts.

To assert this my tool intercepts glGenTextures() and glDeleteTextures() calls.

I'm aware that these are rather vague statements, but maybe it helps.

Change History (5)

comment:1 by sanderd17, 7 years ago

So you say there's a memory leak of 6 textures per time you open a (saved) game? And how many textures in total did you measure?

I'd think this is acceptable enough for now (0 A.D. isn't made to keep running anyway, players eventually close the program).

comment:2 by Vladislav Belov, 6 years ago

Does it calculate only the number of glGenTextures/glDeleteTextures calls? Not the real texid number. Because we could make few calls to create and one to delete textures.

comment:3 by Vladislav Belov, 6 years ago

Keywords: OpenGL Textures removed

comment:4 by Stan`, 21 months ago

Description: modified (diff)
Resolution: needsinfo
Status: newclosed

Closing it as needs info → Possible dupe of #5307

comment:5 by Stan`, 20 months ago

Milestone: Backlog
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