我的openGL应用程序在内存不足时出现了一些问题,我正在尝试追踪我的问题.为此,我创建了一个小的测试程序,基本上只是从文件调用glDeleteTextures加载一个巨大的纹理,然后再次加载它,如果我在OSX上运行这个测试程序,这个过程可以运行数百次迭代而没有问题(最多我运行它是1024,这没有问题)但在Windows上大约14次迭代后,我得到一个GLU_OUT_OF_MEMORY错误.我一遍又一遍地装载的纹理是一个巨大的天空圆顶(4096 x 1024和4.9MB).
这是我运行的代码与非lisp倾向的评论:
测试程序:
(with-glcontext (shared-opengl-view)
;;loop 1024 times
(dotimes (i 1024)
;; create a texture and return its texture name
(let ((texture (create-texture-from-file (truename "lui:resources;sky domes;DarkClouds.png"))))
;;Allocate two bytes to pass to glDeleteTextures
(ccl::rlet ((&texName :long))
;; put the texture string into our allocated bytes
(setf (ccl::%get-long &texName) texture)
;; Delete the textures?
(glDeleteTextures 1 &texName)))))
Run Code Online (Sandbox Code Playgroud)
从文件创建纹理(这个方法的大部分是由openGL调用组成的,所以我认为大多数openGL人员应该对这里发生的事情有一个合理的理解,但我可以澄清任何令人困惑的事情):
(defun CREATE-TEXTURE-FROM-FILE (Filename &key Verbose (Build-Mipmaps t) Repeat (Mag-Filter *Default-OpenGL-Texture-Magnification-Filter*) Forced-Depth) "
in: Filename {string},
&key Verbose {boolean}, Repeat
out: OpenGL-Texture-Name {int}, width, height, depth
Load the <Filename> texture inside the texture directory.
- Ideal file should be 32 bit ARGB compatible, e.g., .png with mask or 24 bit RGB
- 8 bit and 16 bit image will work too
- Image size must be 2^n x 2^m, at least 64 x 64
- This function must be called with active AGL context, e.g., inside OpenGL-Window INIT method."
(declare (ftype function create-image-from-file))
(rlet ((&texName :long))
(multiple-value-bind (&Image Width Height Depth) (create-image-from-file Filename :verbose Verbose :flip-vertical t :forced-depth Forced-Depth)
(unless &Image (return-from create-texture-from-file nil))
(glPixelStorei GL_UNPACK_ROW_LENGTH Width) ; Set proper unpacking row length for image
(glPixelStorei GL_UNPACK_ALIGNMENT 1) ; Set byte aligned unpacking (needed for 3-byte-per-pixel image)
(glGenTextures 1 &texName)
; Specify the texture's properties.
(glBindTexture GL_TEXTURE_2D (%get-long &texName))
(glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_S (if Repeat GL_REPEAT GL_CLAMP_TO_EDGE))
(glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_T (if Repeat GL_REPEAT GL_CLAMP_TO_EDGE))
(glTexParameteri gl_texture_2d gl_texture_mag_filter Mag-Filter) ;; make textures look smooth (can be costly)
;; Mipmaps: make texture look good at different sizes
(if Build-Mipmaps
(glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_LINEAR_MIPMAP_NEAREST)
(glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_LINEAR))
;; Experimental: anisotropic filtering to make textures less blurry at angle
#-:cocotron (glTexParameterf GL_TEXTURE_2D GL_TEXTURE_MAX_ANISOTROPY_EXT 16.0)
(let ((PixelFormat (ecase Depth (32 GL_RGBA) (24 GL_RGB)))
(InternalFormat (ecase Depth (32 GL_RGBA8) (24 GL_RGB8))))
(glTexImage2D GL_TEXTURE_2D 0 InternalFormat width height 0 PixelFormat GL_UNSIGNED_BYTE &Image)
(when Build-Mipmaps
(when Verbose (format t "~%Building Mipmaps~%"))
(unless
;; The calls to gluBuild2DMipmaps will return GLU_OUT_OF_MEMORY when we run out.
(zerop (print (gluBuild2DMipmaps GL_TEXTURE_2D InternalFormat width height PixelFormat GL_UNSIGNED_BYTE &Image)))
(print (get-opengl-error))
(error "could not create mipmaps"))
(when Verbose (format t "Completed Mipmaps~%"))))
;; OpenGL should have copied now the image data into texture memory: release
(dispose-vector &Image)
;; return the texture handle and image dimensions
(values
(%get-long &texName)
Width
Height
Depth))))
Run Code Online (Sandbox Code Playgroud)
我在其他地方读过glDeleteTextures没有完全处理所有资源,但这些帖子都没有提供任何替代或解决方案.没有这样的解决方案吗?
Nic*_*las 10
Windows OpenGL驱动程序的设计假设您的代码实际上会在某些时候绘制内容.因此,当你要求他们完成时,他们倾向于避免做事,将他们推迟到更方便的时间.这就是你在这里遇到的.
仅仅因为你告诉OpenGL你已经完成了一个纹理对象并不意味着OpenGL必须立即放弃那个内存.这样做通常需要一些非常重量级的操作.因此,司机会将此推迟到以后.
的问题是,"后"通常被定义为某种形式的glDraw*命令,glEnd,glFlush/Finish,或一个交换缓冲器命令.或者那种性质的东西.如果您只是坐在循环中并创建/删除纹理,则驱动程序可能无法实际删除任何内容.
尝试减少人工测试.glFinish每个之后添加一个glDeleteTextures.如果这不起作用,请在删除之间绘制内容.
最终,你不能强迫司机做你想做的事.您所能做的就是让您的测试应用程序更像普通应用程序.
| 归档时间: |
|
| 查看次数: |
5049 次 |
| 最近记录: |