WebGL 内存泄漏

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【中文标题】WebGL 内存泄漏【英文标题】:WebGL Memory Leak 【发布时间】:2012-12-24 09:54:45 【问题描述】:

我知道有很多关于内存泄漏的话题,但我尝试了解决方案,但仍然不起作用。

我正在处理这个example

所以我有

materialPano=new THREE.MeshFaceMaterial( materials );
materialPano.needsUpdate=true;
mesh = new THREE.Mesh( new THREE.CubeGeometry( 400, 400, 400, 7, 7, 7 ), materialPano  );

我正在添加一些功能以在单击按钮时更改纹理。 问题是之前的纹理没有被删除,并且每个新纹理使用的内存都会增加。

所以当我点击按钮时,它会执行一个函数:

materials = [loadTexture(myNewTexture1 ), loadTexture( myNewTexture2),loadTexture( myNewTexture3 ),loadTexture( myNewTexture4 ),loadTexture( myNewTexture5), loadTexture( myNewTexture6)];

myNewTexureK 是新的图像文件,随着按钮的变化而变化。我更新了网格材质。

materialPano.materials=materials;
mesh.material=materialPano;

问题是我不知道如何删除以前的纹理。我尝试了很多类似的东西:

for(var k=0;k<materials.length;k++)
    materials[k].deallocate();
    scene.remove(materials[k]);
    renderer.deallocateTexture(materials[k]);
    renderer.deallocateMaterial(materials[k]);
    renderer.deallocateObject(materials[k]);
    delete materials[k];
    materials[k]=null;

renderer.deallocateMaterial(materials);
renderer.deallocateObject(materials);
delete materials;
materials=null;

我在这里做materials=[loadTexture(newTexture,...)];

我改变了loadTexture 函数:

function loadTexture( path ) 

            var texture = new THREE.Texture( texture_placeholder );
            var material = new THREE.MeshBasicMaterial(  map: texture, overdraw: true  );

            var image = new Image();
            image.onload = function () 

                texture.needsUpdate = true;
                material.map.image = this;

                render();
            ;

            image.src = path;

            texture.deallocate();//new line
            renderer.deallocateTexture( texture );//new line

            return material;

        

但它不会删除任何东西! 并且没有对example做任何修改,我注意到刷新页面时,内存也增加了,所以示例中存在内存泄漏?

有没有办法真正删除纹理以避免内存泄漏?

非常感谢!

没有人有解决办法吗? :( 我编辑消息以尝试更准确。 我有:

var mesh;

function loadTexture( path ) 

var texture = new THREE.Texture( texture_placeholder );
var material = new THREE.MeshBasicMaterial(  map: texture, overdraw: true  );

var image = new Image();
image.onload = function () 

    texture.needsUpdate = true;
    material.map.image = this;

    render();
;
image.src = path;

texture.deallocate();
renderer.deallocateTexture( texture );

return material;



function init()
 //some initializations, create scene, webgl renderer, ...

 var materiales = [
loadTexture( '1.jpg' ), 
loadTexture( '2.jpg'),
loadTexture( '3.jpg' ),
loadTexture( '4.jpg' ),
loadTexture( '5.jpg'), 
loadTexture( '6.jpg' )
];

mesh = new THREE.Mesh( new THREE.CubeGeometry( 400, 400, 400, 7, 7, 7 ),new THREE.MeshFaceMaterial( materiales ) );
scene.add( mesh );

当我点击一个按钮时,我会这样做:

updateTexture()

 var materiales = [
loadTexture( 'new1.jpg' ), 
loadTexture( 'new2.jpg'),
loadTexture( 'new3.jpg' ),
loadTexture( 'new4.jpg' ),
loadTexture( 'new5.jpg'), 
loadTexture( 'new6.jpg' )
];

 mesh.material=new THREE.MeshFaceMaterial( materiales );

问题是每次点击时内存都会增加。只有那个代码,这是正常的,没有什么会删除以前的mesh.material。但我尝试了很多类似的东西:

mesh.deallocate(mesh.material);
mesh.geometry.deallocate(mesh.material);
scene.deallocate(mesh.material);
renderer.deallocateMaterial(mesh.material);
renderer.deallocateTexture(mesh.material);
renderer.deallocateObject(mesh.material);
scene.remove(mesh.material);

而且内存还在增加。我确切地说我在 Firefox v 17.0.1 上工作。泄漏也出现在 Chrome 上。

【问题讨论】:

尝试保留 mesh.material 原样,然后替换纹理:mesh.material.materials[ i ].map = texture; texture.needsUpdate = true; 【参考方案1】:

如果您使用 r51 - r53,请尝试添加 texture.deallocate()

【讨论】:

api 同时更改为 .dispose() ......见github.com/mrdoob/three.js/issues/2760#ref-commit-0fd5a5c【参考方案2】:

这是我对http://mrdoob.github.com/three.js/examples/webgl_panorama_equirectangular.html所做的修改

我添加了来自http://mrdoob.github.com/three.js/examples/canvas_geometry_panorama.html 的loadTexture 函数,执行changeTexture() 函数的按钮。

<!DOCTYPE html>

<head>
<title>three.js webgl - equirectangular panorama demo</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
    body 
        background-color: #000000;
        margin: 0px;
        overflow: hidden;
    

    #info 
        position: absolute;
        top: 0px; width: 100%;
        color: #ffffff;
        padding: 5px;
        font-family:Monospace;
        font-size:13px;
        font-weight: bold;
        text-align:center;
    

    a 
        color: #ffffff;
    
</style>
</head>
<body>

<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank">three.js webgl</a> - equirectangular panorama demo. photo by <a href="http://www.flickr.com/photos/jonragnarsson/2294472375/" target="_blank">Jón Ragnarsson</a>.<input id="changeTexture" type="button" value="Memory leak test" onclick="changeTexture();"> </div>

<script src="./build/three.min.js"></script>

<script>

    var idTexture='id1';

    var camera, scene, renderer;

    var fov = 70,
    texture_placeholder,
    isUserInteracting = false,
    onMouseDownMouseX = 0, onMouseDownMouseY = 0,
    lon = 0, onMouseDownLon = 0,
    lat = 0, onMouseDownLat = 0,
    phi = 0, theta = 0;

    var materialsT, materialPano;

    init();
    animate();

    function init() 

        var container, mesh;

        container = document.getElementById( 'container' );

        camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1100 );
        camera.target = new THREE.Vector3( 0, 0, 0 );

        scene = new THREE.Scene();

        renderer = new THREE.WebGLRenderer();
        renderer.setSize( window.innerWidth, window.innerHeight );

        //put here your 6 textures, one per face. Of course, you can use the same texture for all the faces
        materialsT = [
            loadTexture( idTexture+'.jpg' ), 
            loadTexture( idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg'  ),
            loadTexture(idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg' ), 
            loadTexture( idTexture+'.jpg' )
        ];

        materialPano=new THREE.MeshFaceMaterial( materialsT );
        mesh = new THREE.Mesh( new THREE.CubeGeometry( 256, 256, 256, 7, 7, 7 ),materialPano );
        mesh.scale.x = -1;
        scene.add( mesh );


        container.appendChild( renderer.domElement );

        document.addEventListener( 'mousedown', onDocumentMouseDown, false );
        document.addEventListener( 'mousemove', onDocumentMouseMove, false );
        document.addEventListener( 'mouseup', onDocumentMouseUp, false );
        document.addEventListener( 'mousewheel', onDocumentMouseWheel, false );
        document.addEventListener( 'DOMMouseScroll', onDocumentMouseWheel, false);

        window.addEventListener( 'resize', onWindowResize, false );

    

    function loadTexture( path ) 

        var texture = new THREE.Texture( texture_placeholder );
        var material = new THREE.MeshBasicMaterial(  map: texture, overdraw: true  );

        var image = new Image();
        image.onload = function () 

            texture.needsUpdate = true;
            material.map.image = this;

            render();

        ;
        image.src = path;

        texture.deallocate();
        renderer.deallocateTexture( texture );

        return material;

    

    function changeTexture()

        idCourant=(idTexture=='id1')?'id2':'id1';

        //you can use the same texture, there is still the memory leak
        materialsT = [
            loadTexture( idTexture+'.jpg' ), 
            loadTexture( idTexture+'.jpg'),
            loadTexture( idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg'), 
            loadTexture( idTexture+'.jpg' )
        ];

        materialPano.materials=materialsT;//without this line, I don't have memory leak but I can't change the texture. So it means that loadTexture doesn't have memory leak since the memory doesn't increase when I click on the button with only materialsT=[loadTexture(...),...] in the changeTexture() function.

        //I try with the following (put before materialPano.materials=materialsT; of course) to deallocate materialPano but it doesn't do anything
        /*
        renderer.deallocateTexture(materialPano.materials);
        renderer.deallocateMaterial(materialPano.materials);
        renderer.deallocateObject(materialPano.materials);

        renderer.deallocateTexture(materialPano);
        renderer.deallocateMaterial(materialPano);
        renderer.deallocateObject(materialPano);
        //*/

    

    function onWindowResize() 

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();

        renderer.setSize( window.innerWidth, window.innerHeight );

    

    function onDocumentMouseDown( event ) 

        event.preventDefault();

        isUserInteracting = true;

        onPointerDownPointerX = event.clientX;
        onPointerDownPointerY = event.clientY;

        onPointerDownLon = lon;
        onPointerDownLat = lat;

    

    function onDocumentMouseMove( event ) 

        if ( isUserInteracting ) 

            lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
            lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;

        
    

    function onDocumentMouseUp( event ) 

        isUserInteracting = false;

    

    function onDocumentMouseWheel( event ) 

        // WebKit

        if ( event.wheelDeltaY ) 

            fov -= event.wheelDeltaY * 0.05;

        // Opera / Explorer 9

         else if ( event.wheelDelta ) 

            fov -= event.wheelDelta * 0.05;

        // Firefox

         else if ( event.detail ) 

            fov += event.detail * 1.0;

        

        camera.projectionMatrix.makePerspective( fov, window.innerWidth / window.innerHeight, 1, 1100 );
        render();

    

    function animate() 

        requestAnimationFrame( animate );
        render();

    

    function render() 

        lat = Math.max( - 85, Math.min( 85, lat ) );
        phi = ( 90 - lat ) * Math.PI / 180;
        theta = lon * Math.PI / 180;

        camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );
        camera.target.y = 500 * Math.cos( phi );
        camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta );

        camera.lookAt( camera.target );

        renderer.render( scene, camera );

    

</script>
</body>

我不知道如何以及在哪里使用 mesh.material.materials[ i ].map = texture;纹理.needsUpdate = true;正如你所说的那样。

谢谢!

【讨论】:

嗨!抱歉,久等了。你可以在这里测试代码:jodyj.com/test 有canvas版本和webgl版本。只需单击按钮即可查看内存增加(例如在进程窗口中)。对于画布版本,内存泄漏出现在 Firefox 和 Chrome 而不是 IE 上。对于 webgl 版本(不是 IE),Firefox 和 Chrome 存在内存泄漏。我对代码进行了注释,并指出了哪一行造成了泄漏(materialPano.materials=materialsT; )。我在网格、材质上使用 deallocate 函数进行了测试,但它没有改变任何东西。谢谢!【参考方案3】:

抱歉让您久等了。 你可以在这里测试代码:http://jodyj.com/test/ 有canvas版本和webgl版本。 只需单击按钮即可查看内存增加(例如在进程窗口中)。

对于画布版本,内存泄漏出现在 Firefox 和 Chrome 而不是 IE 上。 对于 webgl 版本(不是 IE),Firefox 和 Chrome 存在内存泄漏。 我对代码进行了注释,并指出了哪一行造成了泄漏(materialPano.materials=materialsT; )。 我在网格、材质上使用 deallocate 函数进行了测试,但它并没有改变任何东西。

谢谢!

【讨论】:

【参考方案4】:

解决了 webgl 版本的问题。

添加:

for(var k=0;k<materialsT.length;k++)
    renderer.deallocateTexture(materialsT[k].map);
    renderer.deallocateTexture(materialsT[k]);
    materialsT[k].deallocate();
    materialsT[k].map.deallocate();

在 materialT=[ loadTexture(...), ...]. 和之前的 changeTexture 函数中

texture.deallocate();
renderer.deallocateTexture( texture );

在返回之前的 loadTexture 函数中。

但是,画布版本仍然存在泄漏。

【讨论】:

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