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Memory not free after glDeleteTextures call
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Memory not free after glDeleteTextures call
Sebastien Baudouin
over 11 years ago
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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Sebastien Baudouin
over 11 years ago
Note: This was originally posted on 26th April 2013 at
http://forums.arm.com
Hi,
thanks for looking at my post.
when i'm deleting the texture i'm sure it is the last context using it and also that any draw is finished (texture is no more used). I also tried to add a glFlush and again nothing changed. The memory is still used or at least assign to my thread. The problem i have is that i'm using lot of texture and a time by thread seems to own lot of memory while it is only using one texture.
I still don't understand why/how the texture memory is not freed ? May be the GL stack is having its own allocator and so the memory is kept by the GL stack even if my app is not using it. If it is the case then i'm wondering how to force it to release the memory.
BR
Seb
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Sebastien Baudouin
over 11 years ago
Note: This was originally posted on 26th April 2013 at
http://forums.arm.com
Hi,
thanks for looking at my post.
when i'm deleting the texture i'm sure it is the last context using it and also that any draw is finished (texture is no more used). I also tried to add a glFlush and again nothing changed. The memory is still used or at least assign to my thread. The problem i have is that i'm using lot of texture and a time by thread seems to own lot of memory while it is only using one texture.
I still don't understand why/how the texture memory is not freed ? May be the GL stack is having its own allocator and so the memory is kept by the GL stack even if my app is not using it. If it is the case then i'm wondering how to force it to release the memory.
BR
Seb
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