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X11 PRIME detection logic leaks memory according to Valgrind #29844
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The majority of the leaks logged are from a sub-process. (I think in this case, the one forked for PRIME gpu detection.) |
@qarmin Is this still valid in current master? |
For now no. |
So no point in keeping this open for now. |
Well I'd keep this open for |
Fixed by #56036. |
This should be reopened, because #56036 was reverted. |
Godot version:
3.2.dev.custom_build. 0d61fc2
OS/device including version:
Ubuntu 19.04, Gnome 3.32.1, GTX 970 Proprietary drivers 430.26
Issue description:
When I check Godot(now open only project manager, but same is with editor and game) with simple Valgrind 3.14 command then in log is shown a lot of leaked memory - valgrindDefinite.txt
Also changing
definite
option toall
increase number of possibly leaks - valgrindALL.txtI'm not sure if that are Godot or hardware/Valgrind issue, so I tried to check Godot on my laptop with Intel HD 3000 and Mesa 19 but warnings are same as in issue #16214
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