On 06/05/2012 04:01 PM, Kenneth Graunke wrote:
While ~loop_state() is already freeing the loop_variable_state objects
via ralloc_free(this->mem_ctx), the ~loop_variable_state() destructor
was never getting called, so the hash table inside loop_variable_state
was never getting destroyed.

Fixes a memory leak in any shader with loops.

NOTE: This is a candidate for stable release branches.

Signed-off-by: Kenneth Graunke<kenn...@whitecape.org>
---
  src/glsl/loop_analysis.h |   17 +++++++++++++++++
  1 file changed, 17 insertions(+)

diff --git a/src/glsl/loop_analysis.h b/src/glsl/loop_analysis.h
index 8bed1db..05c982f 100644
--- a/src/glsl/loop_analysis.h
+++ b/src/glsl/loop_analysis.h
@@ -140,6 +140,23 @@ public:
     {
        hash_table_dtor(this->var_hash);
     }
+
+   static void* operator new(size_t size, void *ctx)
+   {
+      void *lvs = ralloc_size(ctx, size);
+      assert(lvs != NULL);
+
+      ralloc_set_destructor(lvs, (void (*)(void*)) destructor);
+
+      return lvs;
+   }
+
+private:
+   static void
+   destructor(loop_variable_state *lvs)
+   {
+      lvs->~loop_variable_state();
+   }
  };



This just looks wrong. :) Would it be better to have the real destructor code here and ~loop_variable_state call this->destructor?

In my dream of dreams, we'd be able to either allocate objects via ralloc or allocate (automatic) objects on the stack.
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