I am doing my code for a simple game using SDL library. I have 2 questions regarding this:
If I don't put a breakpoint and let the program runs by itself, the memory usage going high (like 20-30x compared to the beginning). However, if I stop the loop (main loop of the game) and click by myself, the memory usage stay same after around 100 clicks(?). Why?
So I decided to use instrument to analyze the reason why since I think in the loop I might adding new element without destroying it. And everytime I hit record in Instrument, the app goes on for 5 seconds and shutdowns with a crash report (The app runs perfectly, with the memory stuff, in xcode)
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 org.libsdl.SDL2 0x0000000100f5bea9 0x100ee9000 + 470697
1 Spike 10 0x0000000100ea40cc imageTexture::render() + 50 (imageTexture.cpp:37)
2 Spike 10 0x0000000100ea2b70 GUI::renderImage() + 40 (GUI.cpp:140)
3 Spike 10 0x0000000100ea30b2 GUI::run() + 1258 (GUI.cpp:172)
4 Spike 10 0x0000000100ea439e main + 36 (main.cpp:15)
5 libdyld.dylib 0x00007fff8c60f5ad start + 1
These are some codes that I think might related:
For number 3: //imageVector is just a vector contain all the imageVector pointer
SDL_RenderClear( gRenderer );
for (int i = 0; i < imageVector.size(); i++) {
imageVector[i]->render();
}
For number 2:
//set rendering space and render to screen
SDL_Rect temp = {x, y, width, height};
//render to the screen
SDL_RenderCopy(gRenderer, texture, NULL, &temp);
After a long try disable/enable code around to find what happen, I still have no idea what's wrong.
This is my current loop:
while (true) {
textVector[0]->setInput(system->output());
renderImage();
renderText();
SDL_RenderPresent( gRenderer );
}
Some code for it:
void textTexture::setInput(std::string newText) {
gText = newText;
}
void GUI::renderImage() {
SDL_RenderClear( gRenderer );
for (int i = 0; i < imageVector.size(); i++) {
imageVector[i]->render();
}
}
void GUI::renderText() {
for (int i = 0; i < textVector.size(); i++) {
textVector[i]->render();
}
}
void textTexture::render() {
//set rendering space and render to screen
SDL_Rect temp = {x, y, width, height};
//recreate the texture
createTextureFromRenderedText(gText);
//render to the screen
SDL_RenderCopy(gRenderer, texture, NULL, &temp);
}
void textTexture::createTextureFromRenderedText(std::string text) {
if (text != "") {
SDL_Surface* textSurface = TTF_RenderText_Blended_Wrapped(gFont, text.c_str(), textColor, 600);
if( textSurface == NULL )
{
printf( "Unable to render text surface! SDL_ttf Error: %s\n", TTF_GetError() );
}
else
{
//Create texture from surface pixels
texture = SDL_CreateTextureFromSurface( gRenderer, textSurface );
if( texture == NULL )
{
printf( "Unable to create texture from rendered text! SDL Error: %s\n", SDL_GetError() );
}
else
{
//Get image dimensions
width = textSurface->w;
height = textSurface->h;
}
//Get rid of old surface
SDL_FreeSurface( textSurface );
}
}
}
Find the problem. I copy the style of lazyfoo and try to implement in mine so when I render new textTexture, it actually create new texture without destroying it. By using SDL_DestroyTexture, everything works fine
Found the answer here: https://stackoverflow.com/questions/24938695/memory-leak-sdl-while-using-sdl-createtexturefromsurface