Problem. I have inherited a large C++ 3D graphics codebase (with some shader code). The program runs for about 1-5 minutes before crashing.

Problem Data. Using system tools, one can see a sharp rise in VRAM memory usage after the program launches, which eclipses into a crash. The same is true for GTT memory usage also (although the spike isn't quite as dramatic as with the VRAM).


  1. Does this (probably) mean that there is a memory leak in OpenGL shader code somewhere (as opposed to a leak in regular C++ code)?

  2. Are there well-known tools for tracking down vram/gtt memory leaks (similar to the way that valgrind can be used to track down system memory usage)?


closed as too broad by Josh Nov 15 '17 at 16:38

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Avoid asking multiple distinct questions at once. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

  • 1
    \$\begingroup\$ Is it even possible for shader languages to leak memory? My first guess would be that C++ code keeps pushing data to the GPU which it never frees. \$\endgroup\$ – Philipp Mar 20 '17 at 16:40
  • \$\begingroup\$ @Philipp: Good question. But how would C++ code push data to the GPU outside of shader code? \$\endgroup\$ – George Mar 20 '17 at 16:41
  • 2
    \$\begingroup\$ By calling functions like glTexImage2d, for example. \$\endgroup\$ – Philipp Mar 20 '17 at 16:53
  • \$\begingroup\$ Shaders can not leak memory. \$\endgroup\$ – Justin William Stanley Bryant Mar 20 '17 at 22:56
  • \$\begingroup\$ What OS are you on? there are different tools for different operating systems. \$\endgroup\$ – user1118321 Mar 21 '17 at 4:53

Browse other questions tagged or ask your own question.