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Fix texture leak in TexturePoolHolder #5141

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merged 2 commits into from
May 26, 2016
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brunoabinader
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Fixes a misused operator bool() plus usage of an undefined pointer in {GL,TexturePool}Holder code.

👀 @kkaefer @jfirebaugh

Fixes #5136.

}
}
ids.fill(0);
std::for_each(ids.begin(), ids.end(), [&](GLuint& id) {
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Why the switch from range-based for to for_each?

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You are right, I can achieve the same thing capturing a non-const reference in a range-based for.

@jfirebaugh
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The intended invariant is that if {GLObjectStore,TexturePoolHolder} is owning a resource, its objectStore is not null. It shouldn't be necessary to check both the resource and objectStore.

I think the actual bug lies in the implementations of the move constructors and operator=s. They need to transfer objectStore along with the resource.

@jfirebaugh
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jfirebaugh commented May 25, 2016

Here's how I would do if implementing this pattern from scratch:

struct ProgramDeleter {
    GLObjectStore* store = nullptr;
    void operator()(GLuint id) {
        assert(store);
        store->abandonedPrograms.push_back(id);
    }
};
UniqueProgram GLObjectStore::createProgram() {
    return std::make_unique_resource(MBGL_CHECK_ERROR(glCreateProgram()), ProgramDeleter(this));
}

@brunoabinader
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@jfirebaugh my previous implementation used std::unique_ptr but as suggested by @kkaefer in 02b3771#commitcomment-16093745 we ditched that to save on lesser redirections. I'm 👍 on revisiting this if we all agree on the implementation pros/cons.

ids.fill(0);
if (!created()) return;
for (GLuint& id : ids) {
if (id == 0) return;
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The return needs to revert back to a conditional.

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Ah yes, meant continue there.

@@ -38,10 +38,10 @@ class GLHolder : private util::noncopyable {
public:
GLHolder() {}

GLHolder(GLHolder&& o) noexcept : id(o.id) { o.id = 0; }
GLHolder& operator=(GLHolder&& o) noexcept { id = o.id; o.id = 0; return *this; }
GLHolder(GLHolder&& o) noexcept : id(o.id), objectStore(o.objectStore) { id = 0; }
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Why did you change o.id = 0 to id = 0? Isn't the former correct?

Fixes an issue where a moved {GL,TexturePool}Holder would use an invalid
pointer when accessing 'objectStore'.

Fixes #5136.
Prevents confusing usage of GL holder objects.
@brunoabinader brunoabinader merged commit c111250 into master May 26, 2016
@brunoabinader brunoabinader deleted the brunoabinader-texture-leak branch May 26, 2016 17:02
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We'll proceed with @jfirebaugh's suggestion from #5141 (comment) in a separate PR.

@1ec5 1ec5 added the performance Speed, stability, CPU usage, memory usage, or power usage label May 27, 2016
1ec5 added a commit that referenced this pull request May 27, 2016
brunoabinader added a commit that referenced this pull request May 31, 2016
Source: https://github.com/okdshin/unique_resource

These replace the complexity of manually handling moveable-RAII objects
with a type specific for that purpose.

As suggested in #5141 (comment).
brunoabinader added a commit that referenced this pull request May 31, 2016
Source: https://github.com/okdshin/unique_resource

These replace the complexity of manually handling moveable-RAII objects
with a type specific for that purpose.

As suggested in #5141 (comment).
brunoabinader added a commit that referenced this pull request May 31, 2016
Source: https://github.com/okdshin/unique_resource

These replace the complexity of manually handling moveable-RAII objects
with a type specific for that purpose.

As suggested in #5141 (comment).
brunoabinader added a commit that referenced this pull request Jun 1, 2016
Source: https://github.com/okdshin/unique_resource

These replace the complexity of manually handling moveable-RAII objects
with a type specific for that purpose.

As suggested in #5141 (comment).
1ec5 added a commit that referenced this pull request Jun 3, 2016
Added entries to the iOS SDK changelog for #5124, #2444, #5141, #5164. Removed entries for changes made since the last release; they go in the GitHub prerelease notes but not here in this document.
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haberbyte commented Jan 12, 2020

Here's how I would do if implementing this pattern from scratch:

* Pull in a polyfill for C++XX `unique_resource` (https://github.com/okdshin/unique_resource)

* `using UniqueProgram = std::unique_resource<GLuint, ProgramDeleter>;`
struct ProgramDeleter {
    GLObjectStore* store = nullptr;
    void operator()(GLuint id) {
        assert(store);
        store->abandonedPrograms.push_back(id);
    }
};
UniqueProgram GLObjectStore::createProgram() {
    return std::make_unique_resource(MBGL_CHECK_ERROR(glCreateProgram()), ProgramDeleter(this));
}

Hey @jfirebaugh, i came across this recently and was wondering if you would still do it this way.
I am wondering if the same thing could be accomplished by simply using std::unique_ptr, either wrapping each type in its own class or even by passing a deleter to the unique_ptr, e.g.

struct TextureDeleter {
    Context* context;
    TextureDeleter(Context* c) : context(c) {}
    void operator()(TextureID*) const;
};

Why is the unique_resource.hpp needed? Would love to understand this, i am probably missing something!

@kkaefer
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kkaefer commented Jan 13, 2020

@haberbyte unique_resource is similar, but not identical to unique_ptr: It manages resources that are represented as integers (e.g. as returned by OpenGL API calls) instead of pointers. You could create a wrapper class for every resource type that stores the integer handle, but that means that you'd have to dereference a pointer every time you want to access the resource (i.e. you essentially store a pointer to an integer). In reality though, the performance benefit of storing the integer directly is probably pretty small.

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Ah, that makes sense, thank you! Unfortunate, that it is not even part of C++17 🤷‍♂

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Raster/TexturePoolHolder leaks textures
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