Process memory get to nearly a gig. What am I doing wrong?

So I made a relatively simple OpenGL program that makes a small line segment spin counter-clockwise across a fixed point by using some polar coordinate maths. When I run this program in Visual Studio, I can see in the diagnostic tools that my process memory in climbing up to nearly a gig of memory. When I reach about 700 megs, the program just stops running and I get this exception:

Exception thrown at 0x102C333E (ig9icd32.dll) in GL_Playground.exe: 0xC0000005: Access violation writing location 0x00000000.

I’m thinking that yes, each time I call CreateLines in the draw loop, it makes a new array of GLfloat s on the stack. But shouldn’t all this data be deleted automatically at the end of the scope’s life? Here is the full code:

#include <iostream>
#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <string>
#include "util.h"
#include <thread>
#include <chrono>
#include <cmath>

// Setup: Linker->General, Linker->Input, add that .dll next to main

// Window dimensions
const GLint WIDTH = 1720, HEIGHT = 1600; // height was 1200

GLuint VAO, VBO, shader;

int numberOfVerticies = 2; // number of full points we want to draw
long long int index = 0;

// Vertex shader -> takes each vertex and allows you manipulate them then pass them onto the fragmanet shader

// In the shaders you are writing GLSL
static const char* vShader = "  \n\
#version 330	\n\
layout (location = 0) in vec3 pos;		\n\
										\n\
void main()										\n\
{							\n\
	gl_Position = vec4(pos.x, pos.y, pos.z, 1.0);								\n\
										\n\
										\n\
}";


// Fragment shader
static const char* fShader = "  \n\
#version 330	\n\
out vec4 colour; 		\n\
										\n\
void main()										\n\
{							\n\
	colour = vec4(1.0, 1.0, 1.0, 1.0);								\n\
										\n\
										\n\
}";

void CreateLines()
{

	GLfloat verticies[12];
	util::addToArray(verticies, index);


	glGenVertexArrays(1, &VAO); // Reserves space on the graphics card to be accessed by the variable VAO
	// Now we bind the Vertex Array so now any opengl functions we use that interact with vertext arrays or vertex buffers will all be taking place within this vertex array defined by VAO
	glBindVertexArray(VAO);

	glGenBuffers(1, &VBO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	// Static draw used when you aren't going to be changing the values in the actual array
	glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_DYNAMIC_DRAW); // Just changing to dynamic didn't make a bug

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); // location of attribute, values at a time, type of those values, normalization, stride, offset
	glEnableVertexAttribArray(0);

	glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind
	glBindVertexArray(0); // Unbind

}

void AddShader(GLuint theProgram, const char* shaderCode, GLenum shaderType)
{
	GLuint theShader = glCreateShader(shaderType); // Creates an empty shader of that type and pass ID into theShader

	const GLchar* theCode[1];
	theCode[0] = shaderCode;

	GLint codeLength[1];
	codeLength[0] = strlen(shaderCode);

	glShaderSource(theShader, 1, theCode, codeLength); // This modifies the value of the shader code in memory
	glCompileShader(theShader);

	GLint  result = 0;
	GLchar eLog[1024] = { 0 };

	glGetShaderiv(theShader, GL_COMPILE_STATUS, &result); // Gets result of linking the shader
	if (!result)
	{
		glGetShaderInfoLog(theShader, sizeof(eLog), NULL, eLog);
		printf("Error compiling the %d shader: '%s'\n", shaderType, eLog);
		return;
	}
	glAttachShader(theProgram, theShader);
}

// Compiling the shaders, not handling adding the shaders to the program
void CompileShaders()
{
	shader = glCreateProgram(); // Creates the program and gives shader the id so we can use shader to modify it

	if (!shader)
	{
		printf("Error creating shader\n");
		return;
	}

	AddShader(shader, vShader, GL_VERTEX_SHADER); // GL_VERTEX_SHADER is a built in enum -> type of shader -> needs to know what type of shader is being used
	AddShader(shader, fShader, GL_FRAGMENT_SHADER);

	GLint  result = 0;
	GLchar eLog[1024] = { 0 };

	glLinkProgram(shader); // Actually create the executables on the graphics card and make sure it's working
	glGetProgramiv(shader, GL_LINK_STATUS, &result); // Gets result of linking the shader
	if (!result)
	{
		glGetProgramInfoLog(shader, sizeof(eLog), NULL, eLog);
		printf("Error linking program: '%s'\n", eLog);
		return;
	}

	// Validate the program
	glValidateProgram(shader); // Makes sure the shader is valid in the current context that we're working in

	glGetProgramiv(shader, GL_VALIDATE_STATUS, &result); // Gets result of linking the shader
	if (!result)
	{
		glGetProgramInfoLog(shader, sizeof(eLog), NULL, eLog);
		printf("Error validating program: '%s'\n", eLog);
		return;
	}

}

int main()
{
	// Initialize GLFW
	if (!glfwInit())
	{
		printf("GLFW initialization failed!");
		glfwTerminate();
		std::cin.get();
		return 1;
	}

	// Setup GLFW window properties
	// OpenGL version
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	// Core profile = No backwards compatabililty
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	// Allow forward compatibility
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

	GLFWwindow* mainWindow = glfwCreateWindow(WIDTH, HEIGHT, "Playground", NULL, NULL);

	if (!mainWindow)
	{
		printf("GLFW window creation failed");
		glfwTerminate();
		std::cin.get();
		return 1;
	}

	// Get buffer size information
	// We want to get the dimentions of the area in the middle of the window, it's the buffer, it's the part that's going to be holding all the openGL data as it's being passed to the window
	int bufferWidth, bufferHeight;
	glfwGetFramebufferSize(mainWindow, &bufferWidth, &bufferHeight);

	// Set the context for GLEW to use
	// Let GLEW know that this OpenGL context is the one everything should be tied to so when everything gets drawn it should get drawn to this window
	glfwMakeContextCurrent(mainWindow);
	
	// Allow modern extension features
	glewExperimental = GL_TRUE;

	if (glewInit() != GLEW_OK)
	{
		printf("GLEW initilisation failed!");
		glfwDestroyWindow(mainWindow);
		glfwTerminate();
		std::cin.get();
		return 1;
	}

	// Setup viewport size
	// There is a difference here between WIDTH and bufferWidth, should look into
	glViewport(0, 0, bufferWidth, bufferHeight);

	// CreateLines();
	// CompileShaders();

	int i = 0;

	// Loop until window closed
	while (!glfwWindowShouldClose(mainWindow))
	{

		// Get and handle user input events
		glfwPollEvents(); // will check for any user events

		CreateLines();
		CompileShaders();
		index++;

		// Clear the window
		glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		glUseProgram(shader); // Grabs the id then goes to the graphics card and says to use the one with the ID of shader
		// Everything below here will be using this shader
		glBindVertexArray(VAO);
		// Now using that VAO

		glDrawArrays(GL_LINES, 0, numberOfVerticies); // Mode, where to start in the array, the ammount of points we want to draw

		glBindVertexArray(0);
		glUseProgram(0); // Unassignes shader

		glfwSwapBuffers(mainWindow); // We are drawing to a hidden buffer that constantly gets swapped around
	}
	std::cin.get();
	return 0;
}

You’re calling CreateLines() in your draw loop, so it should not be written to allocate memory that is not freed or reused. However, that’s what it does. It allocates a new VAO, VBO, and VBO storage for every call. You need to fix that.

Consider just re-using the same VAO, VBO, and VBO storage that you’ve already allocated. For starters, check out glBufferSubData().

There are other ways to update the contents of an existing buffer object’s storage, however this is good enough for a short test program.

1 Like

Thanks for the response. From my previous code I only made these changes in CreateLines();

 //glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_DYNAMIC_DRAW);

 glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verticies), verticies); // new line here

Now I have a black screen. Is it because I should still be using glBufferData somewhere, just not in every draw call?

Thanks for the help. I am a total OpenGL newb and it is very appreciated :slight_smile:

This is not what was asked. You should not constently be building GL objects, neither feeding them. Do it only once prior to your draw loop.

1 Like

You need to allocate the storage first. Then you can just update its contents.

glBufferData() or glBufferStorage() will allocate. Then you can use glBufferSubData() (or other) to update just the contents.

1 Like

Thank you so much I am starting to understand. OpenGL is tough and honestly it’s people like you that help keep me going. God speed :slight_smile: