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c++ - FreeImage_Load 内存泄漏

转载 作者:行者123 更新时间:2023-11-30 02:48:54 24 4
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Valgrind 正在向我报告我的纹理加载方法存在一些内存泄漏。我已经追溯到一种方法,但它似乎是 FreeImage 库本身的泄漏?

(其余的内存泄漏也都是FreeImage_Load造成的,这里省略)

==4295== 4,320,746 (8 direct, 4,320,738 indirect) bytes in 1 blocks are definitely lost in loss record 210 of 210
==4295== at 0x4C2CD7B: malloc (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==4295== by 0x85148C: FreeImage_AllocateHeaderT (in /tmp/lab)
==4295== by 0x851913: FreeImage_AllocateHeader (in /tmp/lab)
==4295== by 0x8698AE: Load(FreeImageIO*, void*, int, int, void*) (in /tmp/lab)
==4295== by 0x855B44: FreeImage_LoadFromHandle (in /tmp/lab)
==4295== by 0x855BE0: FreeImage_Load (in /tmp/lab)
==4295== by 0x41433F: Texture::LoadTexture(std::string, float, float) (Texture.cpp:7)
==4295== by 0x417E2B: World::LoadTextures() (World.cpp:27)
==4295== by 0x4119E5: main (project_main.cpp:217)
==4295==
==4295== LEAK SUMMARY:
==4295== definitely lost: 12,328 bytes in 17 blocks
==4295== indirectly lost: 15,095,237 bytes in 554 blocks
==4295== possibly lost: 845,677 bytes in 93 blocks
==4295== still reachable: 47,631 bytes in 425 blocks
==4295== suppressed: 0 bytes in 0 blocks

这似乎表明泄漏在 Texture::LoadTexture 方法中,这是该方法:

GLuint Texture::LoadTexture(std::string filename, float width, float height){   

//Load Image
FREE_IMAGE_FORMAT format = FreeImage_GetFileType(filename.c_str(), 0);
FIBITMAP *image = FreeImage_ConvertTo32Bits(FreeImage_Load(format, filename.c_str()));
BYTE *bits = FreeImage_GetBits(image);

//Get width, height, bitnumber
int w = FreeImage_GetWidth(image);
int h = FreeImage_GetHeight(image);
int nBPP = FreeImage_GetBPP(image);

std::cout<<filename<<" "<<w<<"*"<<h<< " " << nBPP << std::endl;

//Generate texture references
GLuint textureID;
glGenTextures(1, &textureID);
//Bind
glBindTexture(GL_TEXTURE_2D, textureID);
//Set parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

//Generate actual texture from image data (mipmaps)
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, w, h, GL_BGRA, GL_UNSIGNED_BYTE, bits);

//Unload image
FreeImage_Unload(image);

//Add texture info to a map
textures.insert(std::pair<GLuint, TextureInfo>(textureID, TextureInfo(textureID, w, h, nBPP)));

if (glGetError()) {
std::cout << "There was an error loading the texture" << std::endl;
}

//Return OpenGL textureID
return textureID;
}

任何人都可以提供的帮助表示赞赏,但不确定如何调试这个。

最佳答案

我发现这一行有问题:

FIBITMAP *image = FreeImage_ConvertTo32Bits(FreeImage_Load(format, filename.c_str()));

FreeImage_Load() 调用返回一个 FIBITMAP *,您必须通过调用 FreeImage_Unload() 释放它。在您的代码中,您将返回的指针视为临时值并将其传递给 FreeImage_ConvertTo32Bits() 但您没有将其保存在任何地方。您泄漏内存是因为您丢失了指针并且无法再释放资源。

请注意,FreeImage_ConvertTo32Bits() 生成了位图的克隆,因此您必须调用 FreeImage_Unload() 来释放它以及原始位图FIBITMAP *

关于c++ - FreeImage_Load 内存泄漏,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/21742092/

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