Bug 705904 - [1/6] - Kill nsRefPtrHashtables of WebGL objects, allow unreferenced objects to be freed, fix about:memory reporting of deleted objects - r=jgilbert

This patch takes care of WebGLTexture, and introduces the WebGLFastArray helper (see comment).
This commit is contained in:
Benoit Jacob 2011-12-04 14:15:43 -05:00
Родитель e9dd4bf03c
Коммит ec7d4ef5de
4 изменённых файлов: 89 добавлений и 23 удалений

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@ -237,7 +237,6 @@ WebGLContext::WebGLContext()
mShaderValidation = true;
mMapBuffers.Init();
mMapTextures.Init();
mMapPrograms.Init();
mMapShaders.Init();
mMapFramebuffers.Init();
@ -348,7 +347,8 @@ WebGLContext::DestroyResourcesAndContext()
mAttribBuffers.Clear();
DeleteWebGLObjectsHashTable(mMapTextures);
while (mTextures.Length())
mTextures.Last()->DeleteOnce();
DeleteWebGLObjectsHashTable(mMapRenderbuffers);
DeleteWebGLObjectsHashTable(mMapFramebuffers);
DeleteWebGLObjectsHashTable(mMapBuffers);

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@ -365,6 +365,76 @@ protected:
T *mRawPtr;
};
typedef PRUint64 WebGLMonotonicHandle;
/* WebGLFastArray offers a fast array for the use case where all what one needs is to append
* and remove elements. Removal is fast because the array is always kept sorted with respect
* to "monotonic handles". Appending an element returns such a "monotonic handle" which the
* user needs to keep for future use for when it will want to remove the element.
*/
template<typename ElementType>
class WebGLFastArray
{
struct Entry {
ElementType mElement;
WebGLMonotonicHandle mMonotonicHandle;
Entry(ElementType elem, WebGLMonotonicHandle monotonicHandle)
: mElement(elem), mMonotonicHandle(monotonicHandle)
{}
struct Comparator {
bool Equals(const Entry& a, const Entry& b) const {
return a.mMonotonicHandle == b.mMonotonicHandle;
}
bool LessThan(const Entry& a, const Entry& b) const {
return a.mMonotonicHandle < b.mMonotonicHandle;
}
};
};
public:
WebGLFastArray()
: mCurrentMonotonicHandle(0) // CheckedInt already does it, this is just defensive coding
{}
ElementType operator[](size_t index) const {
return mArray[index].mElement;
}
size_t Length() const {
return mArray.Length();
}
ElementType Last() const {
return operator[](Length() - 1);
}
WebGLMonotonicHandle AppendElement(ElementType elem)
{
WebGLMonotonicHandle monotonicHandle = NextMonotonicHandle();
mArray.AppendElement(Entry(elem, monotonicHandle));
return monotonicHandle;
}
void RemoveElement(WebGLMonotonicHandle monotonicHandle)
{
mArray.RemoveElementSorted(Entry(ElementType(), monotonicHandle),
typename Entry::Comparator());
}
private:
WebGLMonotonicHandle NextMonotonicHandle() {
++mCurrentMonotonicHandle;
if (!mCurrentMonotonicHandle.valid())
NS_RUNTIMEABORT("ran out of monotonic ids!");
return mCurrentMonotonicHandle.value();
}
nsTArray<Entry> mArray;
CheckedInt<WebGLMonotonicHandle> mCurrentMonotonicHandle;
};
struct WebGLContextOptions {
// these are defaults
WebGLContextOptions()
@ -578,6 +648,9 @@ protected:
bool mDisableExtensions;
bool mHasRobustness;
template<typename WebGLObjectType>
void DeleteWebGLObjectsArray(nsTArray<WebGLObjectType>& array);
WebGLuint mActiveTexture;
WebGLenum mWebGLError;
@ -752,7 +825,7 @@ protected:
WebGLRefPtr<WebGLRenderbuffer> mBoundRenderbuffer;
// lookup tables for GL name -> object wrapper
nsRefPtrHashtable<nsUint32HashKey, WebGLTexture> mMapTextures;
WebGLFastArray<WebGLTexture*> mTextures;
nsRefPtrHashtable<nsUint32HashKey, WebGLBuffer> mMapBuffers;
nsRefPtrHashtable<nsUint32HashKey, WebGLProgram> mMapPrograms;
nsRefPtrHashtable<nsUint32HashKey, WebGLShader> mMapShaders;
@ -1065,6 +1138,7 @@ public:
{
mContext->MakeContextCurrent();
mContext->gl->fGenTextures(1, &mGLName);
mMonotonicHandle = mContext->mTextures.AppendElement(this);
}
~WebGLTexture() {
@ -1075,6 +1149,7 @@ public:
mImageInfos.Clear();
mContext->MakeContextCurrent();
mContext->gl->fDeleteTextures(1, &mGLName);
mContext->mTextures.RemoveElement(mMonotonicHandle);
}
bool HasEverBeenBound() { return mHasEverBeenBound; }
@ -1157,6 +1232,8 @@ public:
}
PRInt64 MemoryUsage() const {
if (IsDeleted())
return 0;
PRInt64 result = 0;
for(size_t face = 0; face < mFacesCount; face++) {
if (mHaveGeneratedMipmap) {
@ -1183,6 +1260,8 @@ protected:
bool mHaveGeneratedMipmap;
FakeBlackStatus mFakeBlackStatus;
WebGLMonotonicHandle mMonotonicHandle;
void EnsureMaxLevelWithCustomImagesAtLeast(size_t aMaxLevelWithCustomImages) {
mMaxLevelWithCustomImages = NS_MAX(mMaxLevelWithCustomImages, aMaxLevelWithCustomImages);
mImageInfos.EnsureLengthAtLeast((mMaxLevelWithCustomImages + 1) * mFacesCount);
@ -2390,33 +2469,23 @@ class WebGLMemoryReporter
}
}
static PLDHashOperator TextureMemoryUsageFunction(const PRUint32&, WebGLTexture *aValue, void *aData)
{
PRInt64 *result = (PRInt64*) aData;
*result += aValue->MemoryUsage();
return PL_DHASH_NEXT;
}
static PRInt64 GetTextureMemoryUsed() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
PRInt64 textureMemoryUsageForThisContext = 0;
contexts[i]->mMapTextures.EnumerateRead(TextureMemoryUsageFunction, &textureMemoryUsageForThisContext);
result += textureMemoryUsageForThisContext;
}
for(size_t i = 0; i < contexts.Length(); ++i)
for (size_t t = 0; t < contexts[i]->mTextures.Length(); ++t)
result += contexts[i]->mTextures[t]->MemoryUsage();
return result;
}
static PRInt64 GetTextureCount() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
result += contexts[i]->mMapTextures.Count();
}
for(size_t i = 0; i < contexts.Length(); ++i)
result += contexts[i]->mTextures.Length();
return result;
}
static PLDHashOperator BufferMemoryUsageFunction(const PRUint32&, WebGLBuffer *aValue, void *aData)
{
PRInt64 *result = (PRInt64*) aData;

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@ -1236,7 +1236,6 @@ WebGLContext::DeleteTexture(nsIWebGLTexture *tobj)
ActiveTexture(LOCAL_GL_TEXTURE0 + mActiveTexture);
tex->RequestDelete();
mMapTextures.Remove(texname);
return NS_OK;
}
@ -2551,7 +2550,6 @@ WebGLContext::CreateTexture(nsIWebGLTexture **retval)
WebGLTexture *globj = new WebGLTexture(this);
NS_ADDREF(*retval = globj);
mMapTextures.Put(globj->GLName(), globj);
return NS_OK;
}

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@ -525,7 +525,6 @@ WebGLContext::InitAndValidateGL()
mBoundFramebuffer = nsnull;
mBoundRenderbuffer = nsnull;
mMapTextures.Clear();
mMapBuffers.Clear();
mMapPrograms.Clear();
mMapShaders.Clear();