/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2021-2026 Baldur Karlsson * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. ******************************************************************************/ #include "gl_test.h" RD_TEST(GL_Leak_Check, OpenGLGraphicsTest) { static constexpr const char *Description = "Checks that we don't have memory leaks by exiting if memory usage gets too high, so we can " "wait and capture a late frame to check for leaks."; int main() { // initialise, create window, create context, etc if(!Init()) return 3; GLuint vao = MakeVAO(); glBindVertexArray(vao); GLuint vb = MakeBuffer(); glBindBuffer(GL_ARRAY_BUFFER, vb); glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0); ConfigureDefaultVAO(); GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel); // make a simple texture so that the structured data includes texture initial states GLuint tex = MakeTexture(); glBindTexture(GL_TEXTURE_2D, tex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 4, 4); GLuint rb = 0; glGenRenderbuffers(1, &rb); glBindRenderbuffer(GL_RENDERBUFFER, rb); while(Running()) { // allow a generous 500MB, we're really only after catching big leaks here if(GetMemoryUsage() > 500 * 1000 * 1000) { TEST_ERROR("Memory usage of %llu is too high!", GetMemoryUsage()); break; } glBindRenderbuffer(GL_RENDERBUFFER, rb); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 300, 300); float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); glClearTexImage(tex, 0, GL_RGBA, GL_FLOAT, col); glBindVertexArray(vao); glUseProgram(program); glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight)); glDrawArrays(GL_TRIANGLES, 0, 3); Present(); } glDeleteRenderbuffers(1, &rb); return 0; } }; REGISTER_TEST();