wxGLCanvas 调整大小后占用大量内存
wxGLCanvas huge memory usage after resizing
我已经创建了一个简单的 wxGLCanvas 来演示使用 wxWidgets 的 OpenGl。该演示运行良好,除了在调整 window 大小时内存使用量从几兆字节增加到近 400 兆字节并且它保持在那里并且没有减少,这里是代码片段。
// ctor
TriangleCanvas::TriangleCanvas(wxWindow* parent, wxGLAttributes& attribList)
: wxGLCanvas(parent, attribList, wxID_ANY, { 0,0 }, wxDefaultSize),
m_vbo(0), m_vao(0), ctx_attr(new wxGLContextAttrs)
{
ctx_attr->CoreProfile().OGLVersion(4, 3).EndList();
m_context = new wxGLContext(this, NULL, ctx_attr);
Bind(wxEVT_PAINT, &TriangleCanvas::OnPaint, this);
Bind(wxEVT_SIZE, &TriangleCanvas::Resize, this);
}
// Paint method
void TriangleCanvas::OnPaint(wxPaintEvent& event)
{
wxPaintDC(this);
SetCurrent(*m_context);
shader->use();
// set background to black
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// draw the graphics
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glFlush();
SwapBuffers();
}
void TriangleCanvas::Resize(wxSizeEvent& event) {
event.Skip();
glViewport(0, 0, event.GetSize().x, event.GetSize().y);
if (!setup) {
InitializeGLEW();
SetupGraphics();
}
}
我认为将 wxGLCanvas 与扩展加载器一起使用的最佳方法是使用助手 class 并将所有 OpenGL 绘图保存在该助手的 cpp 部分 class。
比如这里有一个画三角形的小帮手class:
glhelper.h
#ifndef GLHELPER_H_INCLUDED
#define GLHELPER_H_INCLUDED
class GLHelper
{
public:
bool InitGlew();
void Render();
void SetSize(int w, int h);
bool InitData();
void Cleanup();
private:
unsigned int m_VBO, m_VAO, m_shaderProgram;
};
#endif // GLHELPER_H_INCLUDED
glhelper.cpp
#include <GL/glew.h>
#ifdef __WXMSW__
#include <GL/wglew.h>
#elif defined(__WXGTK__)
#include <GL/glxew.h>
#endif // defined
#include "glhelper.h"
static const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}[=11=]";
static const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n[=11=]";
bool GLHelper::InitGlew()
{
GLenum initStatus = glewInit();
return initStatus == GLEW_OK;
}
bool GLHelper::InitData()
{
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
return false;
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
return false;
}
// link shaders
m_shaderProgram = glCreateProgram();
glAttachShader(m_shaderProgram, vertexShader);
glAttachShader(m_shaderProgram, fragmentShader);
glLinkProgram(m_shaderProgram);
// check for linking errors
glGetProgramiv(m_shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
return false;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
//unsigned int VBO, VAO;
glGenVertexArrays(1, &m_VAO);
glGenBuffers(1, &m_VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s),
// and then configure vertex attributes(s).
glBindVertexArray(m_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered
//VBO as the vertex attribute's bound vertex buffer object so afterwards we
//can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally
//modify this VAO, but this rarely happens. Modifying other VAOs requires a
//call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
// VBOs) when it's not directly necessary.
glBindVertexArray(0);
return true;
}
void GLHelper::Cleanup()
{
glDeleteVertexArrays(1, &m_VAO);
glDeleteBuffers(1, &m_VBO);
glDeleteProgram(m_shaderProgram);
}
void GLHelper::Render()
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
glUseProgram(m_shaderProgram);
glBindVertexArray(m_VAO);
// seeing as we only have a single VAO there's no need to bind it every
//time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void GLHelper::SetSize(int width, int height)
{
glViewport(0, 0, width, height);
}
这是一个简短的演示,它使用这个助手 class 来绘制三角形。
demo.cpp
#include "wx/wx.h"
#include <wx/glcanvas.h>
#include "glhelper.h"
class wxGlewFrame: public wxFrame
{
public:
wxGlewFrame(wxWindow*);
~wxGlewFrame();
private:
void OnCanvasSize(wxSizeEvent&);
void OnCanvasPaint(wxPaintEvent&);
void InitGL();
wxGLCanvas* m_canvas;
wxGLContext* m_context;
GLHelper m_helper;
};
wxGlewFrame::wxGlewFrame(wxWindow* parent)
: wxFrame(parent, wxID_ANY, wxString())
{
// Create the canvas and context.
#if wxCHECK_VERSION(3,1,0)
// These settings should work with any GPU from the last 10 years.
wxGLAttributes dispAttrs;
dispAttrs.PlatformDefaults().RGBA().DoubleBuffer().EndList();
wxGLContextAttrs cxtAttrs;
cxtAttrs.PlatformDefaults().CoreProfile().OGLVersion(3, 3).EndList();
m_canvas = new wxGLCanvas(this, dispAttrs);
m_context = new wxGLContext(m_canvas, NULL, &cxtAttrs);
if ( !m_context->IsOK() )
{
SetTitle("Failed to create context.");
return;
}
#else
int dispAttrs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_CORE_PROFILE,
WX_GL_MAJOR_VERSION ,3, WX_GL_MINOR_VERSION, 3, 0 };
m_canvas = new wxGLCanvas(this, wxID_ANY, dispAttrs);
m_context = new wxGLContext(m_canvas, NULL);
// Unfortunately, there doesn't seem to be any way to check if the
// context is ok prior to wxWidgets 3.1.0.
#endif // wxCHECK_VERSION
// On Linux, we must delay delay initialization until the canvas has
// been full created. On windows, we can finish now.
#ifdef __WXMSW__
InitGL();
#elif defined(__WXGTK__)
m_canvas->Bind(wxEVT_CREATE, [this](wxWindowCreateEvent&){InitGL();});
#endif // defined
}
wxGlewFrame::~wxGlewFrame()
{
m_helper.Cleanup();
delete m_context;
}
void wxGlewFrame::OnCanvasSize(wxSizeEvent& event)
{
wxSize sz = event.GetSize();
m_helper.SetSize(sz.GetWidth(), sz.GetHeight());
event.Skip();
}
void wxGlewFrame::OnCanvasPaint(wxPaintEvent&)
{
wxPaintDC dc(m_canvas);
m_helper.Render();
m_canvas->SwapBuffers();
}
void wxGlewFrame::InitGL()
{
// First call SetCurrent or GL initialization will fail.
m_context->SetCurrent(*m_canvas);
// Initialize GLEW.
bool glewInialized = m_helper.InitGlew();
if ( !glewInialized )
{
SetTitle("Failed it initialize GLEW.");
return;
}
SetTitle("Context and GLEW initialized.");
// Initialize the triangle data.
m_helper.InitData();
// Bind event handlers for the canvas. Binding was delayed until OpenGL was
// initialized because these handlers will need to call OpenGL functions.
m_canvas->Bind(wxEVT_SIZE, &wxGlewFrame::OnCanvasSize, this);
m_canvas->Bind(wxEVT_PAINT, &wxGlewFrame::OnCanvasPaint, this);
}
class MyApp : public wxApp
{
public:
virtual bool OnInit()
{
wxGlewFrame* frame = new wxGlewFrame(NULL);
frame->Show();
return true;
}
};
wxIMPLEMENT_APP(MyApp);
(这基本上是 Hello Triangle sample from learnopengl.com 除了重写为使用 wxGLCanvas 和 GLEW 而不是 GLFW 和 GLAD。
这在我的系统上占用了大约 19MB 的内存,并且在调整大小时最多只增加了大约 24 或 25MB。对于这样一个简单的程序来说,这听起来可能很多,但是 运行 官方“Hello Triangle”示例使用了 26MB。所以我认为内存使用量应该是预期的。
我已经创建了一个简单的 wxGLCanvas 来演示使用 wxWidgets 的 OpenGl。该演示运行良好,除了在调整 window 大小时内存使用量从几兆字节增加到近 400 兆字节并且它保持在那里并且没有减少,这里是代码片段。
// ctor
TriangleCanvas::TriangleCanvas(wxWindow* parent, wxGLAttributes& attribList)
: wxGLCanvas(parent, attribList, wxID_ANY, { 0,0 }, wxDefaultSize),
m_vbo(0), m_vao(0), ctx_attr(new wxGLContextAttrs)
{
ctx_attr->CoreProfile().OGLVersion(4, 3).EndList();
m_context = new wxGLContext(this, NULL, ctx_attr);
Bind(wxEVT_PAINT, &TriangleCanvas::OnPaint, this);
Bind(wxEVT_SIZE, &TriangleCanvas::Resize, this);
}
// Paint method
void TriangleCanvas::OnPaint(wxPaintEvent& event)
{
wxPaintDC(this);
SetCurrent(*m_context);
shader->use();
// set background to black
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// draw the graphics
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glFlush();
SwapBuffers();
}
void TriangleCanvas::Resize(wxSizeEvent& event) {
event.Skip();
glViewport(0, 0, event.GetSize().x, event.GetSize().y);
if (!setup) {
InitializeGLEW();
SetupGraphics();
}
}
我认为将 wxGLCanvas 与扩展加载器一起使用的最佳方法是使用助手 class 并将所有 OpenGL 绘图保存在该助手的 cpp 部分 class。
比如这里有一个画三角形的小帮手class:
glhelper.h
#ifndef GLHELPER_H_INCLUDED
#define GLHELPER_H_INCLUDED
class GLHelper
{
public:
bool InitGlew();
void Render();
void SetSize(int w, int h);
bool InitData();
void Cleanup();
private:
unsigned int m_VBO, m_VAO, m_shaderProgram;
};
#endif // GLHELPER_H_INCLUDED
glhelper.cpp
#include <GL/glew.h>
#ifdef __WXMSW__
#include <GL/wglew.h>
#elif defined(__WXGTK__)
#include <GL/glxew.h>
#endif // defined
#include "glhelper.h"
static const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}[=11=]";
static const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n[=11=]";
bool GLHelper::InitGlew()
{
GLenum initStatus = glewInit();
return initStatus == GLEW_OK;
}
bool GLHelper::InitData()
{
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
return false;
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
return false;
}
// link shaders
m_shaderProgram = glCreateProgram();
glAttachShader(m_shaderProgram, vertexShader);
glAttachShader(m_shaderProgram, fragmentShader);
glLinkProgram(m_shaderProgram);
// check for linking errors
glGetProgramiv(m_shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
return false;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
//unsigned int VBO, VAO;
glGenVertexArrays(1, &m_VAO);
glGenBuffers(1, &m_VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s),
// and then configure vertex attributes(s).
glBindVertexArray(m_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered
//VBO as the vertex attribute's bound vertex buffer object so afterwards we
//can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally
//modify this VAO, but this rarely happens. Modifying other VAOs requires a
//call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
// VBOs) when it's not directly necessary.
glBindVertexArray(0);
return true;
}
void GLHelper::Cleanup()
{
glDeleteVertexArrays(1, &m_VAO);
glDeleteBuffers(1, &m_VBO);
glDeleteProgram(m_shaderProgram);
}
void GLHelper::Render()
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
glUseProgram(m_shaderProgram);
glBindVertexArray(m_VAO);
// seeing as we only have a single VAO there's no need to bind it every
//time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void GLHelper::SetSize(int width, int height)
{
glViewport(0, 0, width, height);
}
这是一个简短的演示,它使用这个助手 class 来绘制三角形。
demo.cpp
#include "wx/wx.h"
#include <wx/glcanvas.h>
#include "glhelper.h"
class wxGlewFrame: public wxFrame
{
public:
wxGlewFrame(wxWindow*);
~wxGlewFrame();
private:
void OnCanvasSize(wxSizeEvent&);
void OnCanvasPaint(wxPaintEvent&);
void InitGL();
wxGLCanvas* m_canvas;
wxGLContext* m_context;
GLHelper m_helper;
};
wxGlewFrame::wxGlewFrame(wxWindow* parent)
: wxFrame(parent, wxID_ANY, wxString())
{
// Create the canvas and context.
#if wxCHECK_VERSION(3,1,0)
// These settings should work with any GPU from the last 10 years.
wxGLAttributes dispAttrs;
dispAttrs.PlatformDefaults().RGBA().DoubleBuffer().EndList();
wxGLContextAttrs cxtAttrs;
cxtAttrs.PlatformDefaults().CoreProfile().OGLVersion(3, 3).EndList();
m_canvas = new wxGLCanvas(this, dispAttrs);
m_context = new wxGLContext(m_canvas, NULL, &cxtAttrs);
if ( !m_context->IsOK() )
{
SetTitle("Failed to create context.");
return;
}
#else
int dispAttrs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_CORE_PROFILE,
WX_GL_MAJOR_VERSION ,3, WX_GL_MINOR_VERSION, 3, 0 };
m_canvas = new wxGLCanvas(this, wxID_ANY, dispAttrs);
m_context = new wxGLContext(m_canvas, NULL);
// Unfortunately, there doesn't seem to be any way to check if the
// context is ok prior to wxWidgets 3.1.0.
#endif // wxCHECK_VERSION
// On Linux, we must delay delay initialization until the canvas has
// been full created. On windows, we can finish now.
#ifdef __WXMSW__
InitGL();
#elif defined(__WXGTK__)
m_canvas->Bind(wxEVT_CREATE, [this](wxWindowCreateEvent&){InitGL();});
#endif // defined
}
wxGlewFrame::~wxGlewFrame()
{
m_helper.Cleanup();
delete m_context;
}
void wxGlewFrame::OnCanvasSize(wxSizeEvent& event)
{
wxSize sz = event.GetSize();
m_helper.SetSize(sz.GetWidth(), sz.GetHeight());
event.Skip();
}
void wxGlewFrame::OnCanvasPaint(wxPaintEvent&)
{
wxPaintDC dc(m_canvas);
m_helper.Render();
m_canvas->SwapBuffers();
}
void wxGlewFrame::InitGL()
{
// First call SetCurrent or GL initialization will fail.
m_context->SetCurrent(*m_canvas);
// Initialize GLEW.
bool glewInialized = m_helper.InitGlew();
if ( !glewInialized )
{
SetTitle("Failed it initialize GLEW.");
return;
}
SetTitle("Context and GLEW initialized.");
// Initialize the triangle data.
m_helper.InitData();
// Bind event handlers for the canvas. Binding was delayed until OpenGL was
// initialized because these handlers will need to call OpenGL functions.
m_canvas->Bind(wxEVT_SIZE, &wxGlewFrame::OnCanvasSize, this);
m_canvas->Bind(wxEVT_PAINT, &wxGlewFrame::OnCanvasPaint, this);
}
class MyApp : public wxApp
{
public:
virtual bool OnInit()
{
wxGlewFrame* frame = new wxGlewFrame(NULL);
frame->Show();
return true;
}
};
wxIMPLEMENT_APP(MyApp);
(这基本上是 Hello Triangle sample from learnopengl.com 除了重写为使用 wxGLCanvas 和 GLEW 而不是 GLFW 和 GLAD。
这在我的系统上占用了大约 19MB 的内存,并且在调整大小时最多只增加了大约 24 或 25MB。对于这样一个简单的程序来说,这听起来可能很多,但是 运行 官方“Hello Triangle”示例使用了 26MB。所以我认为内存使用量应该是预期的。