diff options
Diffstat (limited to 'indra/newview/llviewertexturelist.cpp')
| -rw-r--r-- | indra/newview/llviewertexturelist.cpp | 31 |
1 files changed, 25 insertions, 6 deletions
diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp index d9516de89d..e77c14a53d 100644 --- a/indra/newview/llviewertexturelist.cpp +++ b/indra/newview/llviewertexturelist.cpp @@ -1106,7 +1106,17 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) while (!mCreateTextureList.empty()) { - LLViewerFetchedTexture* imagep = mCreateTextureList.front(); + // Hold a smart pointer to keep the texture alive throughout processing, + // even if side effects (e.g. pipeline rebuilds, GL operations) indirectly + // cause other references to be released. (see: #5426) + LLPointer<LLViewerFetchedTexture> imagep = mCreateTextureList.front(); + mCreateTextureList.pop(); + + if (!imagep) + { + continue; + } + llassert(imagep->mCreatePending); // desired discard may change while an image is being decoded. If the texture in VRAM is sufficient @@ -1132,8 +1142,6 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) imagep->scaleDown(); } - mCreateTextureList.pop(); - if (create_timer.getElapsedTimeF32() > max_time) { break; @@ -1155,10 +1163,11 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) // give time to downscaling first -- if mDownScaleQueue is not empty, we're running out of memory and need // to free up memory by discarding off screen textures quickly + S32 min_count = (S32)mCreateTextureList.size() / 20 + 3; // do at least 5 and make sure we don't get too far behind even if it violates // the time limit. If we don't downscale quickly the viewer will hit swap and may // freeze. - S32 min_count = (S32)mCreateTextureList.size() / 20 + 3; + //S32 min_count = (S32)mCreateTextureList.size() / 20 + 5; create_timer.reset(); while (!mDownScaleQueue.empty()) @@ -1204,8 +1213,18 @@ F32 LLViewerTextureList::updateImagesLoadingFastCache(F32 max_time) LLTimer timer; image_list_t::iterator enditer = mFastCacheList.begin(); { - // prelock fast cache mutex to avoid waiting multiple times. - LLMutexLock cache_lock(LLAppViewer::getTextureCache()->getFastCacheMutex()); + // Prelock fast cache mutex to avoid waiting multiple times. + LLMutexTrylock fast_cache_lock(LLAppViewer::getTextureCache()->getFastCacheMutex()); + if (!fast_cache_lock.isLocked()) + { + // Cache is busy, skip this update cycle to avoid blocking the main thread. + // + // Generally fast cache operations are brief and rare in comparison to writing + // main texture body, but if disk is busy, it can get stuck for multiple + // seconds, waiting for that long is not practical. + // But some variant of a timed try lock for 0.1ms or less might be optimal. + return 0.0f; + } for (image_list_t::iterator iter = mFastCacheList.begin(); iter != mFastCacheList.end();) { |
