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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