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Question about memory consumption. #2636

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ghost opened this issue Jun 23, 2019 · 8 comments
Closed

Question about memory consumption. #2636

ghost opened this issue Jun 23, 2019 · 8 comments

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@ghost
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ghost commented Jun 23, 2019

So lets say I run some imgui code like this

ImGui::Begin("Some Name");
// insert random imgui widgets and stuffs
ImGui::End();

But i only run this code temporarily and never run it again. Will the memory that was allocated for that window ever be freed and if so when does it get freed? I have a program that basically generates Window classes with random names and calls some imgui code then deletes these classes later but the same name can never be generated again so im getting memory being allocated (Although quite minimal usually like 50-100kb per window) for each named Window and it seemingly never gets freed. Is there a way to manually free memory for all windows ever created?

Im using the latest version of imgui with the glfw3 and opengl3 backends.

@ghost ghost closed this as completed Jun 23, 2019
@ghost ghost reopened this Jun 23, 2019
@ocornut
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ocornut commented Jun 23, 2019

Hello,

I have a program that basically generates Window classes with random names

The first question to dig into is why are you needing to do that?

It is correct that windows are currently never freed, though the average cost for a window is certainly not going to be 50-100k but much less, unless you also submit that amount worth of vertices to them?

We could devise a solution but only by understanding the reasoning being your use case so please detail it.

A trivial workaround at the moment is to recreate the imgui context. That will be mostly transparent to the user.

I would eventually like to provide a way to compact existing windows (resize all buffers down) and one to delete windows (either explicitely or based or some heuristic such as “not used since xx”.

@Folling
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Folling commented Jun 29, 2019

To add to this topic, I have a similar usecase, where the user is able to open windows for various aspects of the Application.
E.g. I have a list of things, and he can then go ahead and open as many windows for those things as he wants. The windows are stored in a GUI state and then drawn in a loop.
Does that mean any windows that aren't drawn anymore, won't ever be freed?

@ocornut
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ocornut commented Jun 29, 2019

Does that mean any windows that aren't drawn anymore, won't ever be freed?

That is correct, it is currently this way.
We could potentially change that but I would need a more rigorous explanation of how it is affecting you.

The main problem to solve is to decide under which criteria a window should be evicted. People may want to preserve eg the tree node open states.

Depending on how much pressure there is to actually free memory we could devise variety of solutions, one being to simply compact most of the unused memory but not all of it, or to keep on lightweight frozen representations of the treenode storage data (would need to work out how this would work with #2577).

@Folling
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Folling commented Jun 29, 2019

It isn't actually affecting me in a negative sense currently. I didn't even notice until I looked at this ticket. However I haven't tested how bad the memory consumption actually gets. I'll do that in a moment and append the results.

I'm currently porting an application from JavaFX to imgui. The general idea is to have many different types of data, and lists of them, which the user can open windows for.
An alternative approach would of course be, to only have one window which displays the data for whatever element is selected in the list, though I prefer to give the user the freedom to have as many windows as he'd like - especially once I introduce docking to the whole thing.

The current code looks somewhat like this:

renderMainWindow();
if(userWantsToOpenFooWindow()) {
    windowState.FooWindows.add(selectedFoo);
}
for(Foo foo : windowState.FooWindows) {
    renderFooWindow(foo);
}

And this I have for many windows, currently there's 6 different lists, containing different types of windows to be displayed.

Edit;
After opening about 50 windows and closing them again (closing just means removing them from windowState.FooWindows, the memory hardly changed at all.
I started at ~23.5mb, and now am at 24.1mb, part of that, of course, is just the normal data.
I should note: I'm using ImGui.NET.

ocornut added a commit that referenced this issue Jun 30, 2019
… e.g. ImDrawList of unused window GcFreeTransientWindowBuffers(), (#2636) Need to decide if we should enable it.
@ocornut
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ocornut commented Jun 30, 2019

Edit; After opening about 50 windows and closing them again (closing just means removing them from windowState.FooWindows, the memory hardly changed at all.
I started at ~23.5mb, and now am at 24.1mb, part of that, of course, is just the normal data.
I should note: I'm using ImGui.NET.

The base memory footprint of a window is about 1 KB + mostly storage for active ImDrawList, that itself it going to be much higher (20 bytes per vertex).

I have pushed in features/gc branch (see commit above) some code to clear transient buffers of window (which doesn't erase windows themselves but I think clearing the ImDrawList is the most important thing to do. Actually erasing windows could be done as a second step)

The code is currently disabled, e.g.

// Garbage collect (this is totally functional but we may need decide if the side-effects are desirable)
//if (!window->WasActive && window->LastFrameActive == g.FrameCount - 1000)
//    GcFreeTransientWindowBuffers(window);

I would like feedback there because even though it works, it may puts additional allocation pressure if windows are often disabled and recreated. I suppose I could expose the framecount/time threshold as a configuration option so it could easily be disabled?

@Folling
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Folling commented Jun 30, 2019

I'm uncertain how exactly windows are stored internally, but at least for my usecase a function which can explicitly free one window given its id would be sufficient.

Something along the lines of:

ImGui::Begin("Foo Window");
RenderWindow();
ImGui::End();

// some more code

ImGui::FreeWindowResources("Foo Window");

Now, this is of course a bit harder with randomised window names as is the case with @frostfortune's usecase, however he could just use the differentiation between window name and window id and store a map from window name to window ID, given that no name can appear twice.

@ocornut
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ocornut commented Jun 30, 2019

We can of course provide that function. But the function will undoubtably be the cause of subtle bugs (we will need to chase all ImGuiWindow* pointers) so I would rather have it be exercised more agressively than just a manual call.

ocornut added a commit that referenced this issue Jul 28, 2019
… e.g. ImDrawList of unused window GcFreeTransientWindowBuffers(), (#2636) Need to decide if we should enable it.
ocornut added a commit that referenced this issue Aug 28, 2019
…ndows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636)
ocornut added a commit that referenced this issue Aug 28, 2019
…ndows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636)
@ocornut
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ocornut commented Aug 28, 2019

I have now pushed an improved version of this to master.

Default is to compact window buffers when unused for 60 seconds, as per
io.ConfigWindowsMemoryCompactTimer = 60.0

You can set to -1.0f to disable the feature, or temporarily 0.0f if you want to request a full compaction in a given frame for some reasonm.

Note that 95%+ of the memory cost are vertices/indices so this is a nice feature.

@ocornut ocornut closed this as completed Aug 28, 2019
corentin-plouet added a commit to corentin-plouet/imgui that referenced this issue Sep 22, 2019
Integrated power saving mode in Allegro example.

Fixed the cursor-blinking issue.

It is now working as expected, i.e. only setting a frame rate
requirement of 6fps when visibly blinking.

Also refactored a bit such that ImGui uses a boolean flag instead of
sharing the FrameRateRequirements object with user code.

Renamed FrameRateRequirements -> UserFrameRateRequirements.

Just so it's more explicit.

Minor formatting fixes [noci]

Implemented support for event waiting timeout in Win32.

Simplified the implementation.

This also addresses a design issue regarding how the application
requests a specific frame rate.

Get rid of the minimum frame rate.

Implemented logic to always render at least 3 frames.

Plus a bit of renaming/refactoring.

Implemented the 3-frame update logic for the SDL example.

Added support for 3-frame updates to Allegro example

+ refactoring of SDL/OpenGL3 example
+ refactoring and bug fix of Win32/DX11 example

Added suppor for 3-frame updates to Glfw example.

Rebased imstb_rectpack on stb_rect_pack v1.00.

SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (ocornut#2765)
+  misc minor stuff.

Demo: PlotLine example displays the average value. (ocornut#2759) + extra comments

Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (ocornut#2636)

Disable with ConfigWindowsMemoryCompactTimer < 0.0f (ocornut#2636)

TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right.

TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (ocornut#2768)
Before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations. Amend f95c77e.

DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value.

ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.

Fixed missing IMGUI_API for IsMouseDragPastThreshold().

Renamed SetMaxTimeBeforeNewFrame -> SetMaxWaitBeforeNextFrame

Compute the proper time to flip the cursor, instead of using 6fps.

Due to the 3-frame logic, this makes the effective cursor frame
rate go from 15fps to 5fps.

Refactored the event waiting implementation in SDL.

Moved the waiting part into the common implementation file.
This makes the platform+renderer binding simpler and not deviating
much from the existing one, which should make merging/integration
easier, especially for people maintaining their own copies.

Renamed variable to match the method name.

Refactored Win32 waiting code into common platform file

+ fix typo in SDL example

Fixed build

Avoid wasting frames by adding a small margin for the cursor.

Fixed regression

Win32 example: don't render 3 frames on timeouts

+ some refactoring

Refactored+fixed the Allegro5 implementation

Refactored+fixed Glfw example

Refactored+fixed SDL example

Refactoring (renaming)

Some final cleanup/refactoring; make the diff better

Refactored: no need to conditionally (not) poll after wait.

Keep waiting when the window is hidden (or minimized).

Implemented for Allegro, Glfw and SDL.
(does not seem to work with Allegro on Linux)

Implemented blocking when minimized/hidden for Win32

Minor formatting/doc changes.

Knocked off the 3 TODO items implemented by this PR.

Added missing Glfw callback (mouse pos)

This is just to record the event. The mouse pos is still handled as
before.

Small optimization: added shortcut test when feature disabled

This avoids paying the library/syscall cost when not needed.

Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before ImGui_ImplOpenGL3_NewFrame() if for some reason they wanted.

Fix DragScalar for unsigned types (ocornut#2780)
decreasing the value was broken on arm64

Nav, Scrolling: Added support for Home/End key. (ocornut#787)

Columns: Separator: Fixed a bug where non-visible separators within columns would alter the next row position differently than visible ones.
Fixed rounding issues also leading to change of ScrollMax depending on visible items (in particular negative coordinate would be rounded differently)

Fix signed types warning in pasteboard handler (ocornut#2786)

Examples: SDL/GLFW + OpenGL3: Fixes for Makefile (ocornut#2774)

- append CXXFLAGS instead of overwriting them
- add glad.c build rule

BeginTabItem: Fixed case where right-most tab would create an extraneous draw calls (probably related to other tab fitting code in 1.73 wip)

Remove trailing spaces (grep for ' \r?$' in visual studio)

Internal: Offset STB_TEXTURE_K_ defines to remove that change from ocornut#2541 + sponsors update.

Font: implement a way to draw narrow ellipsis without relying on hardcoded 1 pixel dots. (ocornut#2775)

This changeset implements several pieces of the puzzle that add up to a narrow ellipsis rendering.

`ImFontConfig` and `ImFont` received `ImWchar EllipsisCodePoint = -1;` field. User may configure `ImFontConfig::EllipsisCodePoint` a unicode codepoint that will be used for rendering narrow ellipsis. Not setting this field will automatically detect a suitable character or fall back to rendering 3 dots with minimal spacing between them. Autodetection prefers codepoint 0x2026 (narrow ellipsis) and falls back to 0x0085 (NEXT LINE) when missing. Wikipedia indicates that codepoint 0x0085 was used as ellipsis in some older windows fonts. So does default Dear ImGui font. When user is merging fonts - first configured and present ellipsis codepoint will be used, ellipsis characters from subsequently merged fonts will be ignored.

Rendering a narrow ellipsis is surprisingly not straightforward task. There are cases when ellipsis is bigger than the last visible character therefore `RenderTextEllipsis()` has to hide last two characters. In a subset of those cases ellipsis is as big as last visible character + space before it. `RenderTextEllipsis()` tries to work around this case by taking free space between glyph edges into account. Code responsible for this functionality is within `if (text_end_ellipsis != text_end_full) { ... }`.

There are cases when font does not have ellipsis character defined. In this case RenderTextEllipsis() falls back to rendering ellipsis as 3 dots, but with reduced spacing between them. 1 pixel space is used in all cases. This results in a somewhat wider ellipsis, but avoids issues where spaces between dots are uneven (visible in larger/monospace fonts) or squish dots way too much (visible in default font where dot is essentially a pixel). This fallback method obsoleted `RenderPixelEllipsis()` and this function was removed. Note that fallback ellipsis will always be somewhat wider than it could be, however it will fit in visually into every font used unlike what `RenderPixelEllipsis()` produced.

Font: Narrow ellipsis: various minor stylistic tweaks (ocornut#2775)

Font: Narrow ellipsis: once we know an ellipsis is going to be drawn, we can claim the space between pos_max.x and ellipsis_max.x which gives us enough extra space to not requires the further (and otherwise valid) optimizations. Gets us vastly simplified code, yay. (ocornut#2775)

Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (ocornut#2634, ocornut#2639)
+ Fix ocornut#2775

ImDrawListSplitter: fixed an issue merging channels if the last submitted draw command used a different texture. (ocornut#2506)

Fixed unused static function warning for some compilers. (ocornut#2793)

TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth and ImGuiTreeNodeFlags_SpanFullWidth flags (ocornut#2451, ocornut#2438, ocornut#1897)
Added demo bits.

Warning fix.

ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (ocornut#2722, ocornut#2770)
Issue is fixed by storing last active color picker color and last hue value when active color picker takes rgb as input. Then if current color picker color matches last active color - hue value will be restored. IDs are not used because ColorEdit4() and ColorWidget4() may call each other in hard-to-predict ways and they both push their own IDs on to the stack. We need hue restoration to happen in entire stack of these widgets if topmost widget used hue restoration. Since these widgets operate on exact same color value - color was chosen as a factor deciding which widgets should restore hue.

ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (ocornut#2722, ocornut#2770) - changelog, fixed uninitialized variables, tweaks, renaming.

Fixed mouse event forwarding in macos example (ocornut#2710, ocornut#1961)

Readme, Wiki: Image loading examples.
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