mex out of memory

1 Ansicht (letzte 30 Tage)
nt
nt am 24 Jul. 2013
Matlab would be out of memory, if i use a mex file in a loop. I think it's caused by memory leak. mxMalloc variable is freed by mxFree, but I cannot destroy mxCreateNumericArray variable using mxDestroyArray(plhs[0]). Any help would be appreciated!
The mex file is from Offscreen toolbox http://www.mathworks.de/matlabcentral/fileexchange/25071-matlab-offscreen-rendering-toolbox . The code is as following.
#include "mex.h"
#include "math.h"
#include "OffscreenGL.h"
#include "OffscreenCommon.h"
void drawPatchAndConvert(GLuint listName, GLubyte *imageBuffer, unsigned int imgHeight, unsigned int imgWidth, unsigned int zoomFactor = 1)
{
// This is a temporary bug fix for Nvidia's open program
// seems the width of the pixel has to be a multiple of 4
// for other width, we have to pad the width and remove it later
unsigned int paddedWidth = imgWidth * zoomFactor % 4;
if (paddedWidth != 0) {
paddedWidth = 4 - paddedWidth + imgWidth * zoomFactor;
} else {
paddedWidth = imgWidth * zoomFactor;
}
unsigned char *paddedImgBuffer = (unsigned char *)mxMalloc(paddedWidth * imgHeight * zoomFactor * MAX_COLOR_CHANNEL * sizeof(GL_UNSIGNED_BYTE));
drawPatch(listName, paddedImgBuffer, imgHeight, imgWidth, zoomFactor);
// reorder the pixel data for the opengl to matlab conversion
unsigned int imgSize = imgHeight * imgWidth * zoomFactor * zoomFactor;
unsigned int imgSize2 = imgSize * 2;
unsigned int matlabImgIndex = 0;
unsigned int oglImageIndex = 0;
for (int j = 0; j < imgWidth * zoomFactor; j++) {
for (int i = 0; i < imgHeight * zoomFactor; i++, matlabImgIndex++) {
oglImageIndex = (j + (imgHeight*zoomFactor -1-i) * paddedWidth) * 3;
imageBuffer[matlabImgIndex] = paddedImgBuffer[oglImageIndex];
imageBuffer[matlabImgIndex + imgSize] = paddedImgBuffer[oglImageIndex + 1];
imageBuffer[matlabImgIndex + imgSize2] = paddedImgBuffer[oglImageIndex + 2];
}
}
mxFree(paddedImgBuffer);
}
static void renderColorMesh(double *FM, int fNum, double *VM, int vNum, float *ColorM, int colorNum,
const mxArray *CamParamS, double *imgSizeV, double *zNearFarV, unsigned int zoomFactor,
// output
unsigned char *imgBuffer)
{
cameraSetup(CamParamS, zNearFarV[0], zNearFarV[1], (unsigned int) imgSizeV[0], (unsigned int) imgSizeV[1], zoomFactor);
#ifndef NDEBUG
mexPrintf("Start to create the display list: fNum=%d, vNum=%d, colorNum=%d\n", fNum, vNum, colorNum);
#endif
GLuint list = createDisplayListWithColor(FM, fNum, VM, vNum, ColorM, colorNum);
#ifndef NDEBUG
mexPrintf("Start to draw the patch\n");
#endif
drawPatchAndConvert(list, imgBuffer, (int) imgSizeV[0], (int) imgSizeV[1], zoomFactor);
}
void mexFunction(int nlhs, mxArray *plhs[],
int nrhs, const mxArray *prhs[])
{
// get the vertex array, face array, and color array
double *FM = mxGetPr(prhs[0]);
int fNum = mxGetM(prhs[0]);
double *VM = mxGetPr(prhs[1]);
int vNum = mxGetM(prhs[1]);
float *ColorM = (float *)mxGetData(prhs[2]);
int colorNum = mxGetM(prhs[2]);
// get the camera parameters
const mxArray *CamParamS = prhs[3];
double *imgSizeV = mxGetPr(prhs[4]);
double *zNearFarV = mxGetPr(prhs[5]);
double zoomFactor = mxGetScalar(prhs[6]);
OffscreenGL offscreenGL((int)(imgSizeV[0] * zoomFactor), (int) (imgSizeV[1] * zoomFactor));
int output3Size[3];
unsigned char *imgBuffer;
if (offscreenGL.RGB8Setup()) {
//mexPrintf("OpenGLCanvas setup Successful\n");
output3Size[0] = (int) (imgSizeV[0] * zoomFactor);
output3Size[1] = (int) (imgSizeV[1] * zoomFactor);
output3Size[2] = 3;
plhs[0] = mxCreateNumericArray(3, output3Size, mxUINT8_CLASS, mxREAL);
imgBuffer = (unsigned char *) mxGetData(plhs[0]);
renderColorMesh(FM, fNum, VM, vNum, ColorM, colorNum, CamParamS, imgSizeV,
zNearFarV, (unsigned int) zoomFactor, imgBuffer);
} else {
mexPrintf("OpenGLCanvas setup failed\n");
}
}

Antworten (1)

Jan
Jan am 24 Jul. 2013
mxCreateNumericArray requires the dimensions to by a mwSize array. This could differ from the provided int for 64 bit compilers.
You should not free plhs[0], because this is returned to the caller. I'm not convinced that there is a problem in the MEX at all. Perhaps you collect the outputs iteratively in the Matlab side. Then e.g. a forgotten pre-allocation could exhaust your memory also.
  2 Kommentare
nt
nt am 26 Jul. 2013
Thanks for your fast reply. You are right that it is not because of this MEX file. It is because of a function used by this file.
GLuint list = createDisplayListWithColor(FM, fNum, VM, vNum, ColorM, colorNum);
It is the problem of openGL as following.
static GLuint createDisplayListWithColor(double *fM, int fNum, double *vM, int vNum, GLfloat *ColorM, int colorNum)
{
GLuint theShape;
int i;
double *fp;
int vIndex, fNum2, vNum2;
fNum2 = fNum * 2;
vNum2 = vNum * 2;
theShape = glGenLists (1);
glNewList(theShape, GL_COMPILE);
glBegin (GL_TRIANGLES);
if (colorNum == vNum) { // vertex color
for (i = 1; i <= fNum; i++) {
fp = fM + i-1;
vIndex = (int)fp[0] - 1;
glColor3f(ColorM[vIndex], ColorM[vIndex + vNum], ColorM[vIndex + vNum2]);//<- it causes memory leak
/*
xxxxxxx
*/
}
}
}
Jan
Jan am 26 Jul. 2013
Please do not cross-post. I wastes the time of the ones, who want to help you. If you have really good reasons to post a question in different forums, please add a link to the other forum also. Thanks.

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