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<b><a class="bz_bug_link
bz_status_NEEDINFO "
title="NEEDINFO - High memory usage in Black Mesa"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108946#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_NEEDINFO "
title="NEEDINFO - High memory usage in Black Mesa"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108946">bug 108946</a>
from <span class="vcard"><a class="email" href="mailto:marco.gerzb@gmail.com" title="MGG <marco.gerzb@gmail.com>"> <span class="fn">MGG</span></a>
</span></b>
<pre>Created <span class=""><a href="attachment.cgi?id=142819" name="attach_142819" title="apitrace without crash">attachment 142819</a> <a href="attachment.cgi?id=142819&action=edit" title="apitrace without crash">[details]</a></span>
apitrace without crash
Sorry for the delay in my answer. I'm attaching a new apitrace that shows a run
where the game is shutdown properly (i.e. closed the game before it run out of
ram). Well, as expected it seems that they call glDeleteShader on exit. I count
15433 glCreateShaderObjectARB calls and 15429 glDeleteShader, so they
definitely leaks memory on 4 shaders (or they don't care to release it on
exit). In any case, is there something wrong with these numbers?
Finally, how useful would be to create an application that compiles all the
shaders that this game is using and check the memory usage for each one of
them? I mean, if doing that test I detect a high memory usage (lets say of more
than 1GB), that would mean that there is a problem on the shader compiler on
Mesa library?</pre>
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