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Memory not free after glDeleteTextures call

Note: This was originally posted on 25th April 2013 at http://forums.arm.com

Hi ,

i'm using MALI-400 and its OpenGLES stack. Playing with textures, i discovered that the memory used by textures is not free just after glDeleteTextures call.
It seems also the same when using eglImages.
I would expect that just after the call to glDeleteTextures or eglDestroyImageKHR the memory used by the process using openGL decrease. But it is not the case.

Is there a possibility (API) to force the OpenGLES stack to free the memory and give it back to the system ?

Thanks for your help.

BR

Seb
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  • Note: This was originally posted on 26th April 2013 at http://forums.arm.com

    Does the memory footprint drop after a glFinish (glFlush doesn't wait for rendering to complete, so the resource may still be referenced)?

    Usual caveat - calling glFinish is normally "very slow" because it forces a pipeline drain of the whole rendering pipe - so it isn't something you want to do often.
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  • Note: This was originally posted on 26th April 2013 at http://forums.arm.com

    Does the memory footprint drop after a glFinish (glFlush doesn't wait for rendering to complete, so the resource may still be referenced)?

    Usual caveat - calling glFinish is normally "very slow" because it forces a pipeline drain of the whole rendering pipe - so it isn't something you want to do often.
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