【发布时间】:2014-10-22 22:52:48
【问题描述】:
我正在尝试取消分配我在 CUDA + OpenGL 互操作代码中分配的设备内存 dev_inp。经过错误检查,我收到了Invalid Device Pointer 错误,并且程序在我的renderScene() 函数结束时的cudaFree(dev_inp); 调用处停止执行。一切都很好,但我担心内存泄漏。
问题:
一个。为什么我无法释放已分配的本地设备内存?我从像素缓冲区对象中取消映射cuda_resource,并取消注册资源。
来自 CUDA C 编程指南中的 B.17 节:
Memory allocated via malloc() cannot be freed using the runtime (i.e. by calling any of the free memory functions from Sections 3.2.2).
所以,这让我想到另外两个问题:
b.我在内核中没有malloced 内存,因为我没有。那么,利用cudaFree 函数应该(技术上?)在这里工作对吗?是否由程序员解除分配给本地定义的指针的内存,或者 nvcc 编译器是否在程序退出或超出本地范围时处理解除分配?我不希望我的代码中出现内存泄漏,因此通过处理释放我之前分配的内存我感觉更安全。
c。在 renderScene() 函数的末尾调用 cudaDeviceReset() 是否谨慎,以便销毁主要的 CUDA 上下文(以及它的变量和指针,根据 CUDA C 编程指南)?我看到 NVidia Visual Profiler 文档也提到了这一点:cudaDeviceReset()
当我调用它时,渲染似乎比平时慢。如果我可以在这里简单地cudaFree 内存,那就太好了,但我似乎无法让它工作。
完整代码:
#define GET_PROC_ADDRESS( str ) wglGetProcAddress( str )
GLuint tex;
GLuint pbo;
struct cudaGraphicsResource *cuda_resource;
PFNGLBINDBUFFERARBPROC glBindBuffer = NULL;
PFNGLDELETEBUFFERSARBPROC glDeleteBuffers = NULL;
PFNGLGENBUFFERSARBPROC glGenBuffers = NULL;
PFNGLBUFFERDATAARBPROC glBufferData = NULL;
// ==========================================================================================
// CUDA ERROR CHECKING CODE
#define gpuErrchk(ans) { gpuAssert((ans), __FILE__, __LINE__); }
inline void gpuAssert(cudaError_t code, char *file, int line, bool abort=true)
{
if (code != cudaSuccess)
{
fprintf(stderr,"GPUassert: %s %s %d\n", cudaGetErrorString(code), file, line);
if (abort) getchar();
}
}
// ==========================================================================================
void initCUDADevice() {
gpuErrchk(cudaGLSetGLDevice( cutGetMaxGflopsDeviceId() ));
}
// ==========================================================================================
void changeSize(int w, int h) {
//cudaDeviceReset();
//initCUDADevice();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if (h == 0)
h = 1;
float ratio = w * 1.0 / h;
// Use the Projection Matrix
glMatrixMode(GL_PROJECTION);
// Reset Matrix
//glLoadIdentity();
//// Set the viewport to be the entire window
glViewport(0, 0, w, h);
//// Get Back to the Modelview
glMatrixMode(GL_MODELVIEW);
}
// ==========================================================================================
void renderScene(void) {
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset transformations
glLoadIdentity();
// ====================================================================================
// initiate GPU by setting it correctly
//initCUDADevice();
// ====================================================================================
// read the image that needs to be textured
Mat image, flipped;
image = imread("K:/Ultrasound experiment images/PA_175.png", CV_LOAD_IMAGE_GRAYSCALE); // Read the file from disk
if(!image.data) // Check for invalid input
{
cout << "Could not open or find the image" << std::endl ;
}
cv::flip(image, flipped, 0);
imshow("OpenCV - image", image); // displays output
// ====================================================================================
// allocate the PBO, texture, and CUDA resource
glBindBuffer = (PFNGLBINDBUFFERARBPROC)GET_PROC_ADDRESS("glBindBuffer");
glDeleteBuffers = (PFNGLDELETEBUFFERSARBPROC)GET_PROC_ADDRESS("glDeleteBuffers");
glGenBuffers = (PFNGLGENBUFFERSARBPROC)GET_PROC_ADDRESS("glGenBuffers");
glBufferData = (PFNGLBUFFERDATAARBPROC)GET_PROC_ADDRESS("glBufferData");
// ====================================================================================
// generate the pixel buffer object (PBO)
// Generate a buffer ID called a PBO (Pixel Buffer Object)
glGenBuffers(1, &pbo);
// Make this the current UNPACK buffer (OpenGL is state-based)
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
// Allocate data for the buffer. 4-channel 8-bit image
glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(unsigned char) * flipped.rows * flipped.cols, NULL, GL_STREAM_DRAW);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
gpuErrchk(cudaGraphicsGLRegisterBuffer(&cuda_resource, pbo, cudaGraphicsMapFlagsNone));
// ====================================================================================
// create the texture object
// enable 2D texturing
glEnable(GL_TEXTURE_2D);
// generate and bind the texture
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// put flipped.data at the end for cpu rendering
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, image.cols, image.rows, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0 );
// put tex at the end for cpu rendering
glBindTexture(GL_TEXTURE_2D, 0);
// ====================================================================================
// copy OpenCV flipped image data into the device pointer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
unsigned char *dev_inp;
gpuErrchk( cudaMalloc((void**)&dev_inp, sizeof(unsigned char)*flipped.rows*flipped.cols) );
gpuErrchk( cudaGraphicsMapResources(1, &cuda_resource, 0) );
size_t size;
gpuErrchk( cudaGraphicsResourceGetMappedPointer((void **)&dev_inp, &size, cuda_resource) );
gpuErrchk( cudaMemcpy(dev_inp, flipped.data, sizeof(unsigned char)*flipped.rows*flipped.cols, cudaMemcpyHostToDevice) );
gpuErrchk( cudaGraphicsUnmapResources(1, &cuda_resource, 0) );
// ====================================================================================
// bind pbo and texture to render data now
glBindBuffer( GL_PIXEL_UNPACK_BUFFER, pbo);
//
glBindTexture(GL_TEXTURE_2D, tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, flipped.cols, flipped.rows, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
gpuErrchk( cudaGraphicsUnregisterResource(cuda_resource));
gpuErrchk( cudaThreadSynchronize());
//gpuErrchk(cudaFree(dev_inp));
// ====================================================================================
// map the texture coords to the vertex coords
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
glEnd();
glFlush(); // force rendering
glDisable(GL_TEXTURE_2D);
//glutSwapBuffers();
gpuErrchk(cudaFree(dev_inp)); // <--- Error here
//cudaGraphicsUnregisterResource(cuda_resource);
}
// ==========================================================================================
int main(int argc, char **argv) {
// init GLUT and create window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB );
glutInitWindowPosition(100,100);
glutInitWindowSize(1024,256);
glutCreateWindow("CUDA + OpenGL interop");
// register callbacks
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
//glutIdleFunc(renderScene);
// enter GLUT event processing cycle
glutMainLoop();
return 1;
}
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