Fix GC rarely deleting in use GL buffers
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+34
-14
@@ -137,6 +137,8 @@ public class GLBuffer implements AutoCloseable
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// is still used somewhere
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if (oldId != 0)
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{
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// this ID doesn't need to be tracked anymore
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tryRemoveBufferIdFromPhantom(oldId);
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destroyBufferIdNow(oldId);
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}
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@@ -169,6 +171,11 @@ public class GLBuffer implements AutoCloseable
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final int idToDelete = this.id; // saving the ID to a separate variable is necessary so it can be captured by the lambda
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// remove the phantom tracking now so the phantom doesn't have the chance to
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// get garbage collected before the render thread task runs
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// (this can happen if MC is running at extremely low framerates like 1 fps via mods)
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tryRemoveBufferIdFromPhantom(idToDelete);
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// mark the old data is invalid before deleting to prevent a rare race condition
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// where the queued on render thread task runs before the ID is cleared
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this.id = 0;
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@@ -181,6 +188,7 @@ public class GLBuffer implements AutoCloseable
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renderStampLock.unlock(writeStamp);
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}
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}
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private static void destroyBufferIdNow(int id)
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{
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// only delete valid buffers
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@@ -190,20 +198,6 @@ public class GLBuffer implements AutoCloseable
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return;
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}
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// remove and clear the phantom reference if present
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if (BUFFER_ID_TO_PHANTOM.containsKey(id))
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{
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Reference<? extends GLBuffer> phantom = BUFFER_ID_TO_PHANTOM.get(id);
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// if we are manually closing this buffer, we don't want the phantom reference to accidentally close it again
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// this can cause a race condition were we accidentally delete an in-use buffer and cause NVIDIA
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// to throw an EXCEPTION_ACCESS_VIOLATION when we attempt to render it
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phantom.clear();
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PHANTOM_TO_BUFFER_ID.remove(phantom);
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BUFFER_ID_TO_PHANTOM.remove(id);
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}
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bufferCount.decrementAndGet();
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// destroy the buffer if it exists,
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@@ -217,6 +211,32 @@ public class GLBuffer implements AutoCloseable
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LOGGER.info("destroyed buffer [" + id + "], remaining: [" + BUFFER_ID_TO_PHANTOM.size() + "]");
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}
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}
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else
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{
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// shouldn't happen, but just in case
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LOGGER.warn("Attempted to destroy a non buffer object with ID ["+id+"].");
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}
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}
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/** should be called before {@link GLBuffer#destroyBufferIdNow} */
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private static void tryRemoveBufferIdFromPhantom(int id)
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{
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if (BUFFER_ID_TO_PHANTOM.containsKey(id))
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{
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Reference<? extends GLBuffer> phantom = BUFFER_ID_TO_PHANTOM.get(id);
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// if we are manually closing this buffer, we don't want the phantom reference to accidentally close it again
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// this can cause a race condition were we accidentally delete an in-use buffer and cause NVIDIA
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// to throw an EXCEPTION_ACCESS_VIOLATION when we attempt to render it
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phantom.clear();
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PHANTOM_TO_BUFFER_ID.remove(phantom);
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BUFFER_ID_TO_PHANTOM.remove(id);
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}
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else
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{
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LOGGER.warn("Unable to remove phantom GLBuffer with ID ["+id+"], buffer may have already been deleted.");
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}
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}
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//endregion
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