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glTexImage2D memory leak

Hello Everyone! I have a question about function glTexImage2D.

There is some code that cause GL memory leak on the devices with mali gpu (t760) and force close android application.

  ....

    struct Vertex

    {

         float x, y, z;

         float u, v;

    };

  ...

    glBindFramebuffer(GL_FRAMEBUFFER, fbo);

    glViewport(0, 0, 1440, 2560);

    while(true)

    {      

        glActiveTexture(GL_TEXTURE0);

        glBindTexture(GL_TEXTURE_2D, texID);

       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

   

        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1440, 2560, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);

   

        glUseProgram(shader);

        int position = glGetAttribLocation(shader, "aPosition");

        glVertexAttribPointer(hPosition, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertexBuffer[0]);

        glEnableVertexAttribArray(position);

   

        int texCoord = glGetAttribLocation(data.shader, "aTexCoord");

        glVertexAttribPointer(texCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertexBuffer[0].u);

        glEnableVertexAttribArray(texCoord);

        int textureLocation = glGetUniformLocation(shader, "texture0");

        glUniform1i(textureLocation, 0);

        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

        glDisableVertexAttribArray(position);

        glDisableVertexAttribArray(texCoord);

    }

The shaders program is a trivial, just gets texture sampler and draws at the target FBO.

This code is just rendering texture into FBO. On each steps texture is updated by glTexImage2D call.

The question is why this code leads to memory leak?

I suppose, the reason is that glTexImage2D on each call allocates new chunk of memory for texture's data.

Texture memory that are used at previous rendering step is never released, until we call glFinish or glBindFramebuffer(GL_FRAMEBUFFER, 0).

It looks like some optimization on driver side, but is it standard behavior? Please, correct me if I'm wrong.

Thanks a lot!

P.S Code above works fine on the devices with Adreno GPU.