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Re: Detecting memory leaks

Posted by PJDM on Mar 05, 2014; 11:19pm
URL: https://forum.jogamp.org/Detecting-memory-leaks-tp4031771p4031780.html

Sven: https://jogamp.org/bugzilla/show_bug.cgi?id=993. Thanks.

elect: so you're saying that if I kept track all of my rendering objects, I wouldn't have to keep track all of my rendering objects. :-)

Julien: bug 984 is what's wrong with v2.1.4. I found a regression and let you know. :-)

Looking at TestMapBufferRead01NEWT, I'm not sure how GLBufferStorage helps (if that's what you're directing me to). I'm not looking for information on a particular buffer, I'm trying to discover what buffers are leaking. Having JOGL being able to dump it's current tracked buffer state would be enormously helpful.

Enabling jogl.debug.TraceGL doesn't help. Example output:

glGenBuffers(<int> 0x1, <[I>, <int> 0x0)
glBindBuffer(<int> 0x8892, <int> 0x1)
glDeleteBuffers(<int> 0x1, <[I>, <int> 0x0)

Although these are (presumably) all on the same buffer, I can't tell the names returned by glGenBuffers(), and I can't tell the names being passed to glDeleteBuffers(), so I can't parse the trace output and spot mismatches where I'm deleting the wrong buffer, or not deleting a buffer at all. Another enhancement request?

PJDM