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Fix for 20743 -- better strategy for low-memory handling when allocating image GWorlds. r=pierre, sr=dcone.
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@ -270,8 +270,8 @@ NS_IMETHODIMP nsDrawingSurfaceMac :: Init(PRUint32 aDepth,PRUint32 aWidth,PRUint
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// Quick and dirty check to make sure there is some memory available.
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// GWorld allocations in temp mem can still fail if the heap is totally
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// full, because some stuff is allocated in the heap
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const long kReserveHeapFreeSpace = (256 * 1024);
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const long kReserverHeapContigSpace = (128 * 1024);
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const long kReserveHeapFreeSpace = (1024 * 1024);
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const long kReserveHeapContigSpace = (512 * 1024);
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QDErr err = noErr;
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long totalSpace, contiguousSpace;
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@ -284,7 +284,7 @@ NS_IMETHODIMP nsDrawingSurfaceMac :: Init(PRUint32 aDepth,PRUint32 aWidth,PRUint
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// only try the heap if there is enough space
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::PurgeSpace(&totalSpace, &contiguousSpace); // this does not purge memory, just measure it
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if (totalSpace > kReserveHeapFreeSpace && contiguousSpace > kReserverHeapContigSpace)
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if (totalSpace > kReserveHeapFreeSpace && contiguousSpace > kReserveHeapContigSpace)
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::NewGWorld(&offscreenGWorld, depth, &macRect, nsnull, nsnull, 0);
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}
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}
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@ -293,7 +293,7 @@ NS_IMETHODIMP nsDrawingSurfaceMac :: Init(PRUint32 aDepth,PRUint32 aWidth,PRUint
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// only try the heap if there is enough space
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::PurgeSpace(&totalSpace, &contiguousSpace); // this does not purge memory, just measure it
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if (totalSpace > kReserveHeapFreeSpace && contiguousSpace > kReserverHeapContigSpace)
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if (totalSpace > kReserveHeapFreeSpace && contiguousSpace > kReserveHeapContigSpace)
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::NewGWorld(&offscreenGWorld, depth, &macRect, nsnull, nsnull, 0);
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if (!offscreenGWorld)
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@ -490,26 +490,45 @@ OSErr nsImageMac::AllocateGWorld(PRInt16 depth, CTabHandle colorTable, const Rec
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{
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*outGWorld = nsnull;
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// Quick and dirty check to make sure there is some memory available.
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// GWorld allocations in temp mem can still fail if the heap is totally
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// full, because some stuff is allocated in the heap
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const long kReserveHeapFreeSpace = (256 * 1024);
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const long kReserverHeapContigSpace = (128 * 1024);
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// We have to be careful here not to fill the heap with GWorld pieces.
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// The key to understanding this is that, even if you allocate a GWorld
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// with the 'useTempMem' flag, it puts data handles in the heap (GDevices,
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// color tables etc).
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//
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// The strategy is this:
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// 1. If we have plenty of heap space free, allocate the GWorld in
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// the heap.
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//
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// 2. When below a certain threshold of free space in the heap,
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// allocate GWorlds in temp mem.
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//
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// 3. When memory is really tight, refuse to allocate a GWorld at
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// all.
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// threshold at which we go to temp mem
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const long kUseTempMemFreeSpace = (1024 * 1024);
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const long kUseTempMemContigSpace = (768 * 1024);
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long totalSpace, contiguousSpace;
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::PurgeSpace(&totalSpace, &contiguousSpace); // this does not purge memory!
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if (totalSpace > kReserveHeapFreeSpace && contiguousSpace > kReserverHeapContigSpace)
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if (totalSpace > kUseTempMemFreeSpace && contiguousSpace > kUseTempMemContigSpace)
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{
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::NewGWorld(outGWorld, depth, &bounds, colorTable, nsnull, 0);
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if (*outGWorld) return noErr;
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}
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::NewGWorld(outGWorld, depth, &bounds, colorTable, nsnull, useTempMem);
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if (!*outGWorld)
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return memFullErr;
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return noErr;
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// theshold at which we refuse to allocate at all
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const long kReserveHeapFreeSpace = (512 * 1024);
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const long kReserveHeapContigSpace = (384 * 1024);
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if (totalSpace > kReserveHeapFreeSpace && contiguousSpace > kReserveHeapContigSpace)
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{
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::NewGWorld(outGWorld, depth, &bounds, colorTable, nsnull, useTempMem);
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if (*outGWorld) return noErr;
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}
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return memFullErr;
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}
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