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Achilles4689
08-24-2011, 09:23 PM
After a few days of testing code and watching my DRAM consumption over time I have found that for some reason the following code leaks



var BVvertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, BVvertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer(shaderReference.vertexPosit ionAttribute, 3, gl.FLOAT, false, 0, 0);

//create the indices
var indices = [
//top of the cube
0, 1,
1, 3,
2, 3,
2, 0,
4, 5,
5, 7,
6, 7,
6, 4,
0, 4,
1, 5,
2, 6,
3, 7
]

var BVindexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, BVindexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
var BVindexBufferNumItems = indices.length;

gl.drawElements(gl.LINES, BVindexBufferNumItems, gl.UNSIGNED_SHORT, 0);

//delete the buffers to avoid a memory leak!
gl.deleteBuffer(BVvertexBuffer);
gl.deleteBuffer(BVindexBuffer);


The code is for rendering a box bounding volume. The leak is very very small. Most likely only a few bytes, if not a single byte or less. I call this function about 10 times per frame at 60fps and it takes 90-120min for the leak to get to about 1gb. If I dramatically increase the size of the buffers the speed of the leak does not increase, so clearly webGL is correctly deleting the buffers.

Am I making some stupid mistake or is there a tiny leak in webGL code? I'm using google chrome.

oak3d
08-25-2011, 11:02 PM
looks like due to the webgl implementation of Chrome