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fix memory leaks :)

This commit is contained in:
Rokas Puzonas 2023-12-30 13:48:27 +02:00
parent f42d2be83a
commit 8c7e341832
8 changed files with 176 additions and 71 deletions

1
.gitignore vendored
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@ -2,3 +2,4 @@ zig-cache
zig-out
*.blend1
src/assets/models/emulator.glb
valgrind-log.txt

9
run-valgrind.sh Executable file
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@ -0,0 +1,9 @@
#!/bin/sh
set -xe
zig build
valgrind --leak-check=full --num-callers=30 --log-file=valgrind-log.txt \
--suppressions=valgrind-suppresions/opengl_nvidia2.supp \
--suppressions=valgrind-suppresions/opengl_nvidia1.supp \
--suppressions=valgrind-suppresions/raylib_InitWindow.supp \
./zig-out/bin/chip8-zig

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@ -12,8 +12,9 @@ allocator: Allocator,
materials: []rl.Material,
models: std.ArrayList(rl.Model),
buttons: [16]rl.Model,
power_switch: rl.Model,
static_models: std.ArrayList(*rl.Model),
buttons: [16]*rl.Model,
power_switch: *rl.Model,
bbox: rl.BoundingBox,
position: rl.Vector3,
@ -31,7 +32,7 @@ fn getExtensionByMimeType(mime_type: []const u8) ?[:0]const u8 {
}
}
fn loadGltfImage(image: Gltf.Image) rl.Image {
fn loadGltfImage(image: Gltf.Image) !rl.Image {
assert(image.uri == null);
assert(image.data != null);
assert(image.mime_type != null);
@ -42,18 +43,23 @@ fn loadGltfImage(image: Gltf.Image) rl.Image {
const file_type = getExtensionByMimeType(mime_type);
assert(file_type != null);
return rl.LoadImageFromMemory(file_type.?, @ptrCast(image_data.ptr), @intCast(image_data.len));
const rl_image = rl.LoadImageFromMemory(file_type.?, @ptrCast(image_data.ptr), @intCast(image_data.len));
if (@as(?*anyopaque, @ptrCast(rl_image.data)) == null) {
return error.Failed;
}
return rl_image;
}
fn loadGltfMaterial(data: Gltf.Data, material: Gltf.Material) !rl.Material {
var rl_material = rl.LoadMaterialDefault();
var albedo_map: *rl.MaterialMap = &rl_material.maps.?[@intFromEnum(rl.MaterialMapIndex.MATERIAL_MAP_ALBEDO)];
errdefer rl.UnloadMaterial(rl_material);
var albedo_map: *rl.MaterialMap = &rl_material.maps.?[@intFromEnum(rl.MaterialMapIndex.MATERIAL_MAP_ALBEDO)];
if (material.metallic_roughness.base_color_texture) |base_color_texture| {
const texture = data.textures.items[base_color_texture.index];
const image = data.images.items[texture.source.?];
const rl_image = loadGltfImage(image);
const rl_image = try loadGltfImage(image);
defer rl.UnloadImage(rl_image);
albedo_map.texture = rl.LoadTextureFromImage(rl_image);
}
@ -66,9 +72,12 @@ fn loadGltfMaterial(data: Gltf.Data, material: Gltf.Material) !rl.Material {
return rl_material;
}
fn loadGltfPrimitive(allocator: Allocator, gltf: Gltf, primitive: Gltf.Primitive) !rl.Mesh {
fn loadGltfPrimitive(gltf: Gltf, primitive: Gltf.Primitive) !rl.Mesh {
var allocator = std.heap.c_allocator;
assert(primitive.mode == .triangles);
var rl_mesh = std.mem.zeroes(rl.Mesh);
errdefer rl.UnloadMesh(rl_mesh);
var bin = gltf.glb_binary.?;
var f32_buffer = std.ArrayList(f32).init(allocator);
@ -155,6 +164,85 @@ fn loadGltfPrimitive(allocator: Allocator, gltf: Gltf, primitive: Gltf.Primitive
return rl_mesh;
}
fn loadGltfMesh(materials: []rl.Material, gltf: Gltf, node: Gltf.Node) !rl.Model {
const allocator = std.heap.c_allocator;
const transform = Gltf.getGlobalTransform(&gltf.data, node);
var model = std.mem.zeroes(rl.Model);
errdefer rl.UnloadModel(model);
model.transform = rl.Matrix{
.m0 = transform[0][0],
.m4 = transform[1][0],
.m8 = transform[2][0],
.m12 = transform[3][0],
.m1 = transform[0][1],
.m5 = transform[1][1],
.m9 = transform[2][1],
.m13 = transform[3][1],
.m2 = transform[0][2],
.m6 = transform[1][2],
.m10 = transform[2][2],
.m14 = transform[3][2],
.m3 = transform[0][3],
.m7 = transform[1][3],
.m11 = transform[2][3],
.m15 = transform[3][3]
};
if (node.mesh) |mesh_idx| {
const mesh = gltf.data.meshes.items[mesh_idx];
const primitives: []Gltf.Primitive = mesh.primitives.items;
var meshes = try allocator.alloc(rl.Mesh, primitives.len);
model.meshCount = @intCast(primitives.len);
model.meshes = @ptrCast(meshes.ptr);
var mesh_material = try allocator.alloc(i32, primitives.len);
model.meshMaterial = @ptrCast(mesh_material.ptr);
@memset(mesh_material, 0);
var used_material_ids = try allocator.alloc(usize, materials.len);
var used_materials_count: usize = 0;
defer allocator.free(used_material_ids);
for (0.., primitives) |j, primitive| {
meshes[j] = try loadGltfPrimitive(gltf, primitive);
var mtl: usize = 0;
if (primitive.material) |material| {
mtl = material + 1;
}
var mtl_index = std.mem.indexOfScalar(usize, used_material_ids[0..used_materials_count], mtl);
if (mtl_index == null) {
mtl_index = used_materials_count;
used_material_ids[used_materials_count] = mtl;
used_materials_count += 1;
}
mesh_material[j] = @intCast(mtl_index.?);
}
var used_materials = try allocator.alloc(rl.Material, used_materials_count+1);
model.materials = @ptrCast(used_materials);
model.materialCount = 0;
for (0..used_materials_count) |i| {
used_materials[i] = materials[used_material_ids[i]];
const max_material_maps = 12;
const maps = try allocator.dupe(rl.MaterialMap, used_materials[i].maps.?[0..max_material_maps]);
used_materials[i].maps = @ptrCast(maps);
model.materialCount += 1;
}
}
return model;
}
pub fn init(allocator: Allocator, rl_chip: *const RaylibChip) !Self {
var gltf = Gltf.init(allocator);
defer gltf.deinit();
@ -164,68 +252,41 @@ pub fn init(allocator: Allocator, rl_chip: *const RaylibChip) !Self {
const scene_nodes: std.ArrayList(Gltf.Index) = scene.nodes.?;
const material_count: usize = @intCast(gltf.data.materials.items.len);
var materials = try allocator.alloc(rl.Material, material_count + 1);
var materials = try allocator.alloc(rl.Material, material_count+1);
@memset(materials, std.mem.zeroes(rl.Material));
errdefer allocator.free(materials);
materials[0] = rl.LoadMaterialDefault();
errdefer {
for (materials) |mtl| {
rl.UnloadMaterial(mtl);
}
}
for (0..material_count, gltf.data.materials.items) |i, material| {
materials[i+1] = try loadGltfMaterial(gltf.data, material);
}
const screen_texture = rl.LoadRenderTexture(rl_chip.chip.display_width, rl_chip.chip.display_height);
var models = try std.ArrayList(rl.Model).initCapacity(allocator, scene_nodes.items.len);
errdefer models.deinit();
errdefer {
for (models.items) |model| {
rl.UnloadModel(model);
}
}
var buttons: [16]rl.Model = undefined;
var power_switch: rl.Model = undefined;
var static_models = std.ArrayList(*rl.Model).init(allocator);
errdefer static_models.deinit();
var buttons: [16]*rl.Model = undefined;
var power_switch: *rl.Model = undefined;
for (scene_nodes.items) |node_index| {
const node = gltf.data.nodes.items[node_index];
if (node.mesh == null) continue;
const transform = Gltf.getGlobalTransform(&gltf.data, node);
var model = std.mem.zeroes(rl.Model);
model.transform = rl.Matrix{
.m0 = transform[0][0],
.m4 = transform[1][0],
.m8 = transform[2][0],
.m12 = transform[3][0],
.m1 = transform[0][1],
.m5 = transform[1][1],
.m9 = transform[2][1],
.m13 = transform[3][1],
.m2 = transform[0][2],
.m6 = transform[1][2],
.m10 = transform[2][2],
.m14 = transform[3][2],
.m3 = transform[0][3],
.m7 = transform[1][3],
.m11 = transform[2][3],
.m15 = transform[3][3]
};
model.materials = @ptrCast(materials.ptr);
model.materialCount = @intCast(materials.len);
const mesh = gltf.data.meshes.items[node.mesh.?];
const primitives: []Gltf.Primitive = mesh.primitives.items;
var meshes = try allocator.alloc(rl.Mesh, primitives.len);
var mesh_material = try allocator.alloc(i32, primitives.len);
model.meshes = @ptrCast(meshes.ptr);
model.meshCount = @intCast(primitives.len);
model.meshMaterial = @ptrCast(mesh_material.ptr);
@memset(mesh_material, 0);
for (0.., primitives) |j, primitive| {
meshes[j] = try loadGltfPrimitive(allocator, gltf, primitive);
if (primitive.material) |mtl| {
mesh_material[j] = @intCast(mtl+1);
}
}
models.appendAssumeCapacity(try loadGltfMesh(materials, gltf, node));
const model = &models.items[models.items.len-1];
if (std.mem.eql(u8, node.name, "Power switch")) {
power_switch = model;
@ -234,10 +295,13 @@ pub fn init(allocator: Allocator, rl_chip: *const RaylibChip) !Self {
const button_idx = try std.fmt.parseInt(usize, node.name[space+1..], 16);
buttons[button_idx] = model;
} else {
models.appendAssumeCapacity(model);
try static_models.append(model);
}
}
const screen_texture = rl.LoadRenderTexture(rl_chip.chip.display_width, rl_chip.chip.display_height);
errdefer rl.UnloadRenderTexture(screen_texture);
{ // Link screen render target to shader
var screen_mtl_idx: ?usize = null;
for (1.., gltf.data.materials.items) |idx, mtl| {
@ -251,13 +315,15 @@ pub fn init(allocator: Allocator, rl_chip: *const RaylibChip) !Self {
return Self{
.allocator = allocator,
.materials = materials,
.static_models = static_models,
.models = models,
.buttons = buttons,
.power_switch = power_switch,
.bbox = rl.GetModelBoundingBox(models.items[0]),
.bbox = rl.GetModelBoundingBox(static_models.items[0].*),
.screen_texture = screen_texture,
.position = rl.Vector3{ .x = 0, .y = 0, .z = 0 },
.rl_chip = rl_chip,
@ -265,18 +331,25 @@ pub fn init(allocator: Allocator, rl_chip: *const RaylibChip) !Self {
}
pub fn setShader(self: *Self, shader: rl.Shader) void {
for (self.materials) |*mtl| {
mtl.shader = shader;
for (self.models.items) |*model| {
if (model.materials == null) continue;
for (0..@intCast(model.materialCount)) |i| {
model.materials.?[i].shader = shader;
}
}
}
pub fn deinit(self: *Self) void {
for (self.models.items) |model| {
rl.UnloadModel(model);
}
for (self.materials) |mtl| {
rl.UnloadMaterial(mtl);
}
self.allocator.free(self.materials);
// rl.UnloadModel(self.static_model);
// for (self.button_models) |btn_model| {
// rl.UnloadModel(btn_model);
// }
self.static_models.deinit();
self.models.deinit();
rl.UnloadRenderTexture(self.screen_texture);
}
@ -308,12 +381,12 @@ pub fn draw(self: *Self) void {
if (self.rl_chip.chip.is_input_pressed(@intCast(i))) {
position.z += 0.035;
}
rl.DrawModel(button, position, 1.0, rl.WHITE);
rl.DrawModel(button.*, position, 1.0, rl.WHITE);
}
for (self.models.items) |model| {
rl.DrawModel(model, self.position, 1.0, rl.WHITE);
for (self.static_models.items) |model| {
rl.DrawModel(model.*, self.position, 1.0, rl.WHITE);
}
rl.DrawModel(self.power_switch, self.position, 1.0, rl.WHITE);
rl.DrawModel(self.power_switch.*, self.position, 1.0, rl.WHITE);
}

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@ -213,6 +213,7 @@ pub fn init(allocator: Allocator, ctx: *GlobalContext) !Self {
pub fn deinit(self: *Self) void {
self.emulator.deinit();
rl.UnloadShader(self.shader);
rl.UnloadSound(self.chip_sound);
self.chip.deinit();
self.allocator.destroy(self.raylib_chip);

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@ -22,7 +22,7 @@ pub fn main() anyerror!void {
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
const allocator = gpa.allocator();
defer {
// if (gpa.deinit() == .leak) @panic("Leaked memory");
if (gpa.deinit() == .leak) @panic("Leaked memory");
}
rl.SetConfigFlags(rl.ConfigFlags{ .FLAG_WINDOW_RESIZABLE = true });
@ -73,6 +73,5 @@ pub fn main() anyerror!void {
rl.EndMode3D();
}
rl.EndDrawing();
}
}

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@ -0,0 +1,7 @@
{
nvidia_realloc_zero
Memcheck:ReallocZero
fun:realloc
...
obj:/usr/lib/libGLX_nvidia.so.*
}

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@ -0,0 +1,7 @@
{
nvidia_bad_size
Memcheck:BadSize
fun:posix_memalign
...
obj:/usr/lib/libGLX_nvidia.so.*
}

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@ -0,0 +1,8 @@
{
raylib_InitWindow
Memcheck:Leak
...
fun:InitWindow
...
fun:main
}