I am trying to debug and fix all memory leaks in my program. I have went through the entire source code and there is not one call of new
or malloc()
which isn't supported by a free()
or delete
. I tried running the program in valgrind. Valgrind found that a consistent(throughout multiple executions of the program) 844 bytes of data were definitely lost. It also constantly points me back to the glewInit() function of my Window class. Is there anything I am doing wrong?
Couple things to note:
InputManager::init()
which is also a static classclass Window {
public:
// void create(unsigned int width, unsigned int height, const std::string& name, bool resizable, bool decorated){
//
// }
static void create(unsigned int width, unsigned int height, const std::string& name, bool resizable, bool decorated){
if(!glfwInit()){
Utils::log("Failed to initialize GLFW");
return;
}
//Setting Window settings
glfwWindowHint(GLFW_RED_BITS, 8);
glfwWindowHint(GLFW_GREEN_BITS, 8);
glfwWindowHint(GLFW_BLUE_BITS, 8);
glfwWindowHint(GLFW_ALPHA_BITS, 8);
glfwWindowHint(GLFW_DEPTH_BITS, 24);
glfwWindowHint(GLFW_STENCIL_BITS, 8);
glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_RESIZABLE, resizable ? GLFW_TRUE : GLFW_FALSE);
glfwWindowHint(GLFW_DECORATED, decorated ? GLFW_TRUE : GLFW_FALSE);
m_width = width;
m_height = height;
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
//Creating the window
window = glfwCreateWindow(width, height, name.c_str(), NULL, NULL);
if(!window){
Utils::log("Window: Failed to create window");
return;
}
//Settings for window
glfwSwapInterval(1);
glfwSetFramebufferSizeCallback(window, windowResized);
//Creating the context for opengl
glfwMakeContextCurrent(window);
//Initializing glew
if(glewInit() != GLEW_OK){
Utils::log("Window: Failed to initialize glew");
}
//Enabling transparency
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//Enabling depth
glEnable(GL_DEPTH_TEST);
glClearDepthf(1.0f);
//Enabling back face culling
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
//Enabling MSAA
glEnable(GL_MULTISAMPLE);
InputManager::init(window);
}
static void clear();
static void update();
static void close();
//Window functions
static void setVerticalSyncEnabled(bool enabled);
static void setMouseCursorGrabbed(bool grabbed);
static int getWidth();
static int getHeight();
static bool isResized();
static bool isCloseRequested();
static GLFWwindow* window;
private:
static void windowResized(GLFWwindow* window, int width, int height);
static int m_width;
static int m_height;
static bool m_isResized;
static bool m_closeRequested;
};
#endif
I started using GLAD and it stopped causing the memory leak.