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,并且在创建动态 TTF 表面时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,我都会运行一些如下所示的代码:
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);
但是,当我使用 valgrind 时,它表明存在许多相对较大的内存泄漏。当我在 Activity Monitor (Mac) 中监视程序时,它的内存使用量可以攀升到近 500 mb,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)
关于如何在不使用大量内存的情况下使 TTF 逐帧工作的任何想法?
编辑:为了将来参考,我是个白痴。我忘了这样做:
glDeleteTextures(1, &status_bottom_gl);