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SDL2 + TBB Malloc Proxy Repro
cmake_minimum_required(VERSION 3.5)
project(sdl2_test)
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
find_package(TBB REQUIRED)
add_executable(sdl2_test
main.cpp)
set_target_properties(sdl2_test PROPERTIES
CXX_STANDARD 14
CXX_STANDARD_REQUIRED ON)
target_include_directories(sdl2_test PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_LIST_DIR}/glad/include/>
$<BUILD_INTERFACE:${SDL2_INCLUDE_DIRS}>
$<BUILD_INTERFACE:${OPENGL_INCLUDE_DIR}>)
target_link_libraries(sdl2_test PUBLIC
TBB::tbb
${SDL2_LIBRARIES}
${OPENGL_LIBRARY})
option(LINK_TBB_MALLOC "Link TBB malloc and malloc_proxy to show bug" OFF)
if (LINK_TBB_MALLOC)
target_link_libraries(sdl2_test PUBLIC
TBB::tbbmalloc
TBB::tbbmalloc_proxy)
endif()
#include <iostream>
#include <string>
#include <vector>
#include <SDL.h>
#include <OpenGL/gl.h>
int win_width = 512;
int win_height = 512;
int main(int argc, const char **argv)
{
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
std::cerr << "Failed to init SDL: " << SDL_GetError() << "\n";
return -1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_Window *window = SDL_CreateWindow("Test App",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
win_width,
win_height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1);
SDL_GL_MakeCurrent(window, gl_context);
glClearColor(0.f, 0.f, 1.f, 1.f);
bool done = false;
while (!done) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = true;
}
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_ESCAPE) {
done = true;
}
}
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE &&
event.window.windowID == SDL_GetWindowID(window)) {
done = true;
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapWindow(window);
}
SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
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