Graphics surface memory usage tracking is done manually, with a global
array containing the number of bytes per each type of surface used.
Since the members of the array can be touched by several different
threads, dynamic race checkers such as TSan complain about To assuage
TSan's sensibilities, we need to use atomics with relaxed memory
consistency; this change generates code identical to what we had before,
but the atomic type assures TSan that it's OK to access members on
multiple threads. We use the relaxed memory consistency to avoid memory
barriers in the generated code.
After this change, we have ShallowSizeOf{In,Ex}cludingThis(), which don't do
anything to measure children. (They can be combined with iteration to measure
children.)
--HG--
extra : rebase_source : f98420176f50990bbc5a25e35788328154cfeb00
After this change, we have ShallowSizeOf{In,Ex}cludingThis(), which don't do
anything to measure children. (They can be combined with iteration to measure
children.)
And we still have the existing single-arg SizeOf{In,Ex}cluding() functions,
which work if the entry type itself defines SizeOfExcludingThis().
--HG--
extra : rebase_source : f93de9b789c21b1b148bed9de795f663f77c9dd9
This makes it clearer that, unlike how SizeOf*() functions usually work, this
doesn't measure any children hanging off the array.
And do likewise for nsTObserverArray.
--HG--
extra : rebase_source : 6a8c8d8ffb53ad51b5773afea77126cdd767f149
imgFrame::SizeOfExcludingThis() measures heap and non-heap memory in a very
complex way. This patch simplifies it and removes gfxMemoryLocation in the
process. (gfxMemoryLocation::OUT_OF_PROCESS was unused.)
--HG--
extra : rebase_source : 72af38fa438b4b42df02231bcf2fa731d247b60d
This patch addresses a number of inconsistencies in the device initialization process, as well as simplifying it for future use. All device decisions are now explicitly made up-front during startup, rather than implicitly or on-demand. In addition a number of restrictions have been placed on when we can construct devices.
Full change list:
(1) We no longer attempt to use D3D11 if acceleration is disabled or D3D9 is preferred. This is a departure from our previous behavior, where we would construct these devices but then not use them as a compositor backend.
(2) D3D11 startup no longer creates a content device (this is reserved for D2D initialization).
(3) D2D is only attempted if we managed to create a D3D11 compositor device. This is a departure from previous behavior where if D3D11 was not used for compositing, we could still create its machinery to use D2D as a content backend.
(4) D2D 1.1 initialization is now directly responsible for creating a D3D11 content device.
(5) D2D 1.0 and 1.1 logic have been disentangled for clarity.
(6) UpdateRenderMode() has been split up, so we can update backend prefs out of band with device resets.
(7) mUseGDIFonts and mUseDirectWrite have been removed as their state was confusing. Instead, D2D now depends on DWrite initialization succeeding. If later we fail to get a DWrite font list, we revert our decision to use Direct2D.
(8) Device resets now clear a little more state, including the devices set in Moz2D Factory.
(9) We no longer create a DWrite text analyzer as it was unused.