C++ 使用500MB RAM的10MB图像
我的Vulkan应用程序内存有问题。加载一个10mb的PNG图像需要使用大约500mb的ramC++ 使用500MB RAM的10MB图像,c++,memory-leaks,vulkan,C++,Memory Leaks,Vulkan,我的Vulkan应用程序内存有问题。加载一个10mb的PNG图像需要使用大约500mb的ram TextureObject* createTextureImage(const char* File) { auto Tex = Textures.emplace_back(new TextureObject(_Driver)); //decode unsigned error = lodepng::decode(Tex->Pixels, Tex->Width,
TextureObject* createTextureImage(const char* File) {
auto Tex = Textures.emplace_back(new TextureObject(_Driver));
//decode
unsigned error = lodepng::decode(Tex->Pixels, Tex->Width, Tex->Height, File);
//if there's an error, display it
if (error) printf("PNG Decoder error: (%i) %s", error, lodepng_error_text(error));
Tex->Empty = false;
VkDeviceSize imageSize = Tex->Width * Tex->Height * 4;
//
// Image Staging Buffer
VkBufferCreateInfo stagingBufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
stagingBufferInfo.size = imageSize;
stagingBufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
VmaAllocationCreateInfo allocInfo = {};
allocInfo.usage = VMA_MEMORY_USAGE_CPU_ONLY;
allocInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
VkBuffer stagingImageBuffer = VK_NULL_HANDLE;
VmaAllocation stagingImageBufferAlloc = VK_NULL_HANDLE;
vmaCreateBuffer(_Driver->allocator, &stagingBufferInfo, &allocInfo, &stagingImageBuffer, &stagingImageBufferAlloc, nullptr);
memcpy(stagingImageBufferAlloc->GetMappedData(), Tex->Pixels.data(), static_cast<size_t>(imageSize));
Tex->Pixels.clear();
VkImageCreateInfo imageInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = static_cast<uint32_t>(Tex->Width);
imageInfo.extent.height = static_cast<uint32_t>(Tex->Height);
imageInfo.extent.depth = 1;
imageInfo.mipLevels = 1;
imageInfo.arrayLayers = 1;
imageInfo.format = VK_FORMAT_B8G8R8A8_SRGB;
imageInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
allocInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
VmaAllocationInfo imageBufferAllocInfo = {};
vmaCreateImage(_Driver->allocator, &imageInfo, &allocInfo, &Tex->Image, &Tex->Allocation, nullptr);
//
// CPU->GPU Copy
VkCommandBuffer commandBuffer = _Driver->_SceneGraph->beginSingleTimeCommands();
VkImageMemoryBarrier imgMemBarrier = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER };
imgMemBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
imgMemBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
imgMemBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imgMemBarrier.subresourceRange.baseMipLevel = 0;
imgMemBarrier.subresourceRange.levelCount = 1;
imgMemBarrier.subresourceRange.baseArrayLayer = 0;
imgMemBarrier.subresourceRange.layerCount = 1;
imgMemBarrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imgMemBarrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
imgMemBarrier.image = Tex->Image;
imgMemBarrier.srcAccessMask = 0;
imgMemBarrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
0,
0, nullptr,
0, nullptr,
1, &imgMemBarrier);
VkBufferImageCopy region = {};
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.layerCount = 1;
region.imageExtent.width = static_cast<uint32_t>(Tex->Width);
region.imageExtent.height = static_cast<uint32_t>(Tex->Height);
region.imageExtent.depth = 1;
vkCmdCopyBufferToImage(commandBuffer, stagingImageBuffer, Tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
imgMemBarrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
imgMemBarrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
imgMemBarrier.image = Tex->Image;
imgMemBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
imgMemBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &imgMemBarrier);
_Driver->_SceneGraph->endSingleTimeCommands(commandBuffer);
vmaDestroyBuffer(_Driver->allocator, stagingImageBuffer, stagingImageBufferAlloc);
VkImageViewCreateInfo textureImageViewInfo = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO };
textureImageViewInfo.image = Tex->Image;
textureImageViewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
textureImageViewInfo.format = VK_FORMAT_B8G8R8A8_SRGB;
textureImageViewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
textureImageViewInfo.subresourceRange.baseMipLevel = 0;
textureImageViewInfo.subresourceRange.levelCount = 1;
textureImageViewInfo.subresourceRange.baseArrayLayer = 0;
textureImageViewInfo.subresourceRange.layerCount = 1;
vkCreateImageView(_Driver->device, &textureImageViewInfo, nullptr, &Tex->ImageView);
VkSamplerCreateInfo samplerInfo = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = 0.0f;
if (vkCreateSampler(_Driver->device, &samplerInfo, nullptr, &Tex->Sampler) != VK_SUCCESS) {
#ifdef _DEBUG
throw std::runtime_error("failed to create texture sampler!");
#endif
}
return Tex;
}
即使是1kb png也需要大约5mb的负载,这似乎是非常高的
我还尝试使用加载png文件,它给出了相同的结果
编辑2:10mb png是4096x4096,1kb png是16x16
EDIT2:在一些内存分析之后,在检查其中一个内存峰值后,分配了58000个void实例(占563000000字节),其中超过500000000个位于我称为
.clear()
的向量中。我不知道如何真正解除分配,或者这是否是一个大问题
加载10mb png文件时如何使用超过500mb的加载空间
嗯,是10MB的压缩数据。这里所有的缓冲区都是解压后的,所以每个64MB
一个可能的漏洞是
vector.clear()
不能保证重新分配,因此当您在此处调用clear()
来释放对象时,您可能仍然占用64MB的备份存储空间,直到向量被销毁后才会释放 你有没有试着去看看现在有多少RAM消耗了其他的程序?我是说图像查看器之类的?你的图像的实际尺寸是多少?这将最终定义原始位图的大小。编辑:我刚刚创建了一个10.000 x 10.000的纯白PNG,结果是32kb,所以PNG确实可以进行相当大的压缩。我看到了新的TextureObject(_Driver)
,但我没有看到相应的删除。10mb的PNG是4096x4096,1kb的PNG是16x16。看起来我需要找出如何减少大图像上的内存使用。所以它应该只需要大约64MB。你确定这500 MB实际上是提交的,而不是简单地分配为虚拟内存吗?在进行一些内存分析后,在检查一个内存峰值后,分配了58000个void实例(占563000000字节),其中超过500000000个实例位于我称为.clear()
的向量中。我不知道如何真正解除分配,或者它是否有那么大的问题?@KKlouzal:。另一种方法是在向量中存储指针(智能或其他),然后内存分配就不会与向量的生命周期相关联。
unsigned int Width = 0;
unsigned int Height = 0;
std::vector<unsigned char> Pixels = {};