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c++memoryrenderingsdlsdl-2

SDL2 program eats a lot of memory when minimized


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.

Memory spike

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;
}

Solution

  • 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.