fix memory leaks :)
This commit is contained in:
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f42d2be83a
commit
8c7e341832
1
.gitignore
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1
.gitignore
vendored
@ -2,3 +2,4 @@ zig-cache
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zig-out
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*.blend1
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src/assets/models/emulator.glb
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valgrind-log.txt
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9
run-valgrind.sh
Executable file
9
run-valgrind.sh
Executable file
@ -0,0 +1,9 @@
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#!/bin/sh
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set -xe
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zig build
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valgrind --leak-check=full --num-callers=30 --log-file=valgrind-log.txt \
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--suppressions=valgrind-suppresions/opengl_nvidia2.supp \
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--suppressions=valgrind-suppresions/opengl_nvidia1.supp \
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--suppressions=valgrind-suppresions/raylib_InitWindow.supp \
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./zig-out/bin/chip8-zig
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@ -12,8 +12,9 @@ allocator: Allocator,
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materials: []rl.Material,
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models: std.ArrayList(rl.Model),
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buttons: [16]rl.Model,
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power_switch: rl.Model,
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static_models: std.ArrayList(*rl.Model),
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buttons: [16]*rl.Model,
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power_switch: *rl.Model,
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bbox: rl.BoundingBox,
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position: rl.Vector3,
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@ -31,7 +32,7 @@ fn getExtensionByMimeType(mime_type: []const u8) ?[:0]const u8 {
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}
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}
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fn loadGltfImage(image: Gltf.Image) rl.Image {
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fn loadGltfImage(image: Gltf.Image) !rl.Image {
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assert(image.uri == null);
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assert(image.data != null);
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assert(image.mime_type != null);
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@ -42,18 +43,23 @@ fn loadGltfImage(image: Gltf.Image) rl.Image {
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const file_type = getExtensionByMimeType(mime_type);
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assert(file_type != null);
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return rl.LoadImageFromMemory(file_type.?, @ptrCast(image_data.ptr), @intCast(image_data.len));
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const rl_image = rl.LoadImageFromMemory(file_type.?, @ptrCast(image_data.ptr), @intCast(image_data.len));
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if (@as(?*anyopaque, @ptrCast(rl_image.data)) == null) {
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return error.Failed;
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}
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return rl_image;
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}
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fn loadGltfMaterial(data: Gltf.Data, material: Gltf.Material) !rl.Material {
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var rl_material = rl.LoadMaterialDefault();
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var albedo_map: *rl.MaterialMap = &rl_material.maps.?[@intFromEnum(rl.MaterialMapIndex.MATERIAL_MAP_ALBEDO)];
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errdefer rl.UnloadMaterial(rl_material);
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var albedo_map: *rl.MaterialMap = &rl_material.maps.?[@intFromEnum(rl.MaterialMapIndex.MATERIAL_MAP_ALBEDO)];
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if (material.metallic_roughness.base_color_texture) |base_color_texture| {
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const texture = data.textures.items[base_color_texture.index];
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const image = data.images.items[texture.source.?];
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const rl_image = loadGltfImage(image);
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const rl_image = try loadGltfImage(image);
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defer rl.UnloadImage(rl_image);
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albedo_map.texture = rl.LoadTextureFromImage(rl_image);
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}
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@ -66,9 +72,12 @@ fn loadGltfMaterial(data: Gltf.Data, material: Gltf.Material) !rl.Material {
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return rl_material;
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}
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fn loadGltfPrimitive(allocator: Allocator, gltf: Gltf, primitive: Gltf.Primitive) !rl.Mesh {
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fn loadGltfPrimitive(gltf: Gltf, primitive: Gltf.Primitive) !rl.Mesh {
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var allocator = std.heap.c_allocator;
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assert(primitive.mode == .triangles);
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var rl_mesh = std.mem.zeroes(rl.Mesh);
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errdefer rl.UnloadMesh(rl_mesh);
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var bin = gltf.glb_binary.?;
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var f32_buffer = std.ArrayList(f32).init(allocator);
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@ -155,36 +164,13 @@ fn loadGltfPrimitive(allocator: Allocator, gltf: Gltf, primitive: Gltf.Primitive
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return rl_mesh;
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}
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pub fn init(allocator: Allocator, rl_chip: *const RaylibChip) !Self {
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var gltf = Gltf.init(allocator);
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defer gltf.deinit();
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try gltf.parse(@embedFile("assets/models/emulator.glb"));
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const scene = gltf.data.scenes.items[gltf.data.scene.?];
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const scene_nodes: std.ArrayList(Gltf.Index) = scene.nodes.?;
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const material_count: usize = @intCast(gltf.data.materials.items.len);
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var materials = try allocator.alloc(rl.Material, material_count + 1);
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materials[0] = rl.LoadMaterialDefault();
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for (0..material_count, gltf.data.materials.items) |i, material| {
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materials[i+1] = try loadGltfMaterial(gltf.data, material);
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}
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const screen_texture = rl.LoadRenderTexture(rl_chip.chip.display_width, rl_chip.chip.display_height);
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var models = try std.ArrayList(rl.Model).initCapacity(allocator, scene_nodes.items.len);
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errdefer models.deinit();
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var buttons: [16]rl.Model = undefined;
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var power_switch: rl.Model = undefined;
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for (scene_nodes.items) |node_index| {
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const node = gltf.data.nodes.items[node_index];
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if (node.mesh == null) continue;
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fn loadGltfMesh(materials: []rl.Material, gltf: Gltf, node: Gltf.Node) !rl.Model {
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const allocator = std.heap.c_allocator;
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const transform = Gltf.getGlobalTransform(&gltf.data, node);
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var model = std.mem.zeroes(rl.Model);
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errdefer rl.UnloadModel(model);
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model.transform = rl.Matrix{
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.m0 = transform[0][0],
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.m4 = transform[1][0],
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@ -206,27 +192,102 @@ pub fn init(allocator: Allocator, rl_chip: *const RaylibChip) !Self {
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.m11 = transform[2][3],
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.m15 = transform[3][3]
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};
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model.materials = @ptrCast(materials.ptr);
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model.materialCount = @intCast(materials.len);
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const mesh = gltf.data.meshes.items[node.mesh.?];
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if (node.mesh) |mesh_idx| {
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const mesh = gltf.data.meshes.items[mesh_idx];
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const primitives: []Gltf.Primitive = mesh.primitives.items;
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var meshes = try allocator.alloc(rl.Mesh, primitives.len);
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var mesh_material = try allocator.alloc(i32, primitives.len);
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model.meshes = @ptrCast(meshes.ptr);
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model.meshCount = @intCast(primitives.len);
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model.meshes = @ptrCast(meshes.ptr);
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var mesh_material = try allocator.alloc(i32, primitives.len);
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model.meshMaterial = @ptrCast(mesh_material.ptr);
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@memset(mesh_material, 0);
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for (0.., primitives) |j, primitive| {
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meshes[j] = try loadGltfPrimitive(allocator, gltf, primitive);
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var used_material_ids = try allocator.alloc(usize, materials.len);
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var used_materials_count: usize = 0;
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defer allocator.free(used_material_ids);
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if (primitive.material) |mtl| {
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mesh_material[j] = @intCast(mtl+1);
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for (0.., primitives) |j, primitive| {
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meshes[j] = try loadGltfPrimitive(gltf, primitive);
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var mtl: usize = 0;
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if (primitive.material) |material| {
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mtl = material + 1;
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}
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var mtl_index = std.mem.indexOfScalar(usize, used_material_ids[0..used_materials_count], mtl);
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if (mtl_index == null) {
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mtl_index = used_materials_count;
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used_material_ids[used_materials_count] = mtl;
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used_materials_count += 1;
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}
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mesh_material[j] = @intCast(mtl_index.?);
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}
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var used_materials = try allocator.alloc(rl.Material, used_materials_count+1);
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model.materials = @ptrCast(used_materials);
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model.materialCount = 0;
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for (0..used_materials_count) |i| {
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used_materials[i] = materials[used_material_ids[i]];
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const max_material_maps = 12;
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const maps = try allocator.dupe(rl.MaterialMap, used_materials[i].maps.?[0..max_material_maps]);
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used_materials[i].maps = @ptrCast(maps);
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model.materialCount += 1;
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}
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}
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return model;
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}
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pub fn init(allocator: Allocator, rl_chip: *const RaylibChip) !Self {
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var gltf = Gltf.init(allocator);
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defer gltf.deinit();
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try gltf.parse(@embedFile("assets/models/emulator.glb"));
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const scene = gltf.data.scenes.items[gltf.data.scene.?];
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const scene_nodes: std.ArrayList(Gltf.Index) = scene.nodes.?;
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const material_count: usize = @intCast(gltf.data.materials.items.len);
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var materials = try allocator.alloc(rl.Material, material_count+1);
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@memset(materials, std.mem.zeroes(rl.Material));
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errdefer allocator.free(materials);
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materials[0] = rl.LoadMaterialDefault();
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errdefer {
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for (materials) |mtl| {
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rl.UnloadMaterial(mtl);
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}
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}
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for (0..material_count, gltf.data.materials.items) |i, material| {
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materials[i+1] = try loadGltfMaterial(gltf.data, material);
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}
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var models = try std.ArrayList(rl.Model).initCapacity(allocator, scene_nodes.items.len);
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errdefer models.deinit();
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errdefer {
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for (models.items) |model| {
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rl.UnloadModel(model);
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}
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}
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var static_models = std.ArrayList(*rl.Model).init(allocator);
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errdefer static_models.deinit();
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var buttons: [16]*rl.Model = undefined;
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var power_switch: *rl.Model = undefined;
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for (scene_nodes.items) |node_index| {
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const node = gltf.data.nodes.items[node_index];
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if (node.mesh == null) continue;
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models.appendAssumeCapacity(try loadGltfMesh(materials, gltf, node));
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const model = &models.items[models.items.len-1];
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if (std.mem.eql(u8, node.name, "Power switch")) {
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power_switch = model;
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} else if (std.mem.startsWith(u8, node.name, "Buttons ")) {
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@ -234,10 +295,13 @@ pub fn init(allocator: Allocator, rl_chip: *const RaylibChip) !Self {
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const button_idx = try std.fmt.parseInt(usize, node.name[space+1..], 16);
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buttons[button_idx] = model;
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} else {
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models.appendAssumeCapacity(model);
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try static_models.append(model);
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}
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}
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const screen_texture = rl.LoadRenderTexture(rl_chip.chip.display_width, rl_chip.chip.display_height);
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errdefer rl.UnloadRenderTexture(screen_texture);
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{ // Link screen render target to shader
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var screen_mtl_idx: ?usize = null;
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for (1.., gltf.data.materials.items) |idx, mtl| {
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@ -251,13 +315,15 @@ pub fn init(allocator: Allocator, rl_chip: *const RaylibChip) !Self {
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return Self{
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.allocator = allocator,
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.materials = materials,
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.static_models = static_models,
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.models = models,
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.buttons = buttons,
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.power_switch = power_switch,
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.bbox = rl.GetModelBoundingBox(models.items[0]),
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.bbox = rl.GetModelBoundingBox(static_models.items[0].*),
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.screen_texture = screen_texture,
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.position = rl.Vector3{ .x = 0, .y = 0, .z = 0 },
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.rl_chip = rl_chip,
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@ -265,18 +331,25 @@ pub fn init(allocator: Allocator, rl_chip: *const RaylibChip) !Self {
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}
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pub fn setShader(self: *Self, shader: rl.Shader) void {
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for (self.materials) |*mtl| {
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mtl.shader = shader;
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for (self.models.items) |*model| {
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if (model.materials == null) continue;
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for (0..@intCast(model.materialCount)) |i| {
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model.materials.?[i].shader = shader;
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}
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}
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}
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pub fn deinit(self: *Self) void {
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for (self.models.items) |model| {
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rl.UnloadModel(model);
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}
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for (self.materials) |mtl| {
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rl.UnloadMaterial(mtl);
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}
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self.allocator.free(self.materials);
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// rl.UnloadModel(self.static_model);
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// for (self.button_models) |btn_model| {
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// rl.UnloadModel(btn_model);
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// }
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self.static_models.deinit();
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self.models.deinit();
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rl.UnloadRenderTexture(self.screen_texture);
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}
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@ -308,12 +381,12 @@ pub fn draw(self: *Self) void {
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if (self.rl_chip.chip.is_input_pressed(@intCast(i))) {
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position.z += 0.035;
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}
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rl.DrawModel(button, position, 1.0, rl.WHITE);
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rl.DrawModel(button.*, position, 1.0, rl.WHITE);
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}
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for (self.models.items) |model| {
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rl.DrawModel(model, self.position, 1.0, rl.WHITE);
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for (self.static_models.items) |model| {
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rl.DrawModel(model.*, self.position, 1.0, rl.WHITE);
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}
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rl.DrawModel(self.power_switch, self.position, 1.0, rl.WHITE);
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rl.DrawModel(self.power_switch.*, self.position, 1.0, rl.WHITE);
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}
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@ -213,6 +213,7 @@ pub fn init(allocator: Allocator, ctx: *GlobalContext) !Self {
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pub fn deinit(self: *Self) void {
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self.emulator.deinit();
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rl.UnloadShader(self.shader);
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rl.UnloadSound(self.chip_sound);
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self.chip.deinit();
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self.allocator.destroy(self.raylib_chip);
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@ -22,7 +22,7 @@ pub fn main() anyerror!void {
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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const allocator = gpa.allocator();
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defer {
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// if (gpa.deinit() == .leak) @panic("Leaked memory");
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if (gpa.deinit() == .leak) @panic("Leaked memory");
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}
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rl.SetConfigFlags(rl.ConfigFlags{ .FLAG_WINDOW_RESIZABLE = true });
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@ -73,6 +73,5 @@ pub fn main() anyerror!void {
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rl.EndMode3D();
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}
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rl.EndDrawing();
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}
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}
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7
valgrind-suppresions/opengl_nvidia1.supp
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7
valgrind-suppresions/opengl_nvidia1.supp
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@ -0,0 +1,7 @@
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{
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nvidia_realloc_zero
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Memcheck:ReallocZero
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fun:realloc
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...
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obj:/usr/lib/libGLX_nvidia.so.*
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}
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7
valgrind-suppresions/opengl_nvidia2.supp
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7
valgrind-suppresions/opengl_nvidia2.supp
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{
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nvidia_bad_size
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Memcheck:BadSize
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fun:posix_memalign
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...
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obj:/usr/lib/libGLX_nvidia.so.*
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}
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8
valgrind-suppresions/raylib_InitWindow.supp
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8
valgrind-suppresions/raylib_InitWindow.supp
Normal file
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{
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raylib_InitWindow
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Memcheck:Leak
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...
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fun:InitWindow
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...
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fun:main
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}
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