I'm just trying to create a simple SDL2 window with a simple renderer. When I debug it, it runs normally, the memory still normal. But when I minimize it, press the minimize button then suddenly the memory just keep going up and only when i reopened that window then the memory goes back normal.
The code:
#include <SDL.h>
#include <SDL_image.h>
int main(int argc, char* args[]) {
SDL_Window* gWindow;
SDL_Renderer* gRenderer;
SDL_Texture* gTexture;
SDL_Surface* temp;
//Init
SDL_Init(SDL_INIT_VIDEO);
gWindow = SDL_CreateWindow("Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1366, 768, SDL_WINDOW_SHOWN);
gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED);
IMG_Init(IMG_INIT_PNG);
//loading medias
temp = IMG_Load("assets/sprites/700.png");
gTexture = SDL_CreateTextureFromSurface(gRenderer, temp);
SDL_FreeSurface(temp);
//The main loop
bool quit = false;
SDL_Event e;
while (!quit)
{
while (SDL_PollEvent(&e) != 0)
{
if (e.type == SDL_QUIT)
{
quit = true;
}
}
SDL_RenderClear(gRenderer);
SDL_RenderCopy(gRenderer, gTexture, NULL, NULL);
SDL_RenderPresent(gRenderer);
}
//Destroy things
SDL_DestroyTexture(gTexture);
gTexture = NULL;
SDL_DestroyRenderer(gRenderer);
SDL_DestroyWindow(gWindow);
gWindow = NULL;
gRenderer = NULL;
IMG_Quit();
SDL_Quit();
return 0;
}
switch (m_event.window.event)
{
case SDL_WINDOWEVENT_MINIMIZED:
while (SDL_WaitEvent(&m_event))
{
if (m_event.window.event == SDL_WINDOWEVENT_RESTORED)
{
break;
}
}
break;
...
So when you minimize the Window, SDL keeps waiting for events. No further code could memory leak, since it stays in the lazy polling loop until the window is restored. I traced the leak back to SDL_RenderClear, which shouldn't be supposed to run while minimized.