Reuse the numeric id's used for picking actors to avoid the potential

of overflowing the id numbers when continusly creating and destroying
actors on long running applications for 16bpp.
* clutter/clutter-private.h: replaced hashtable with GArray and a
GSList for available slots in the array.
* clutter/clutter-actor.c: (create_actor_id): function to create an
actor->id mapping, (release_actor_id): function to mark an existing id
as available for reuse.
* clutter/clutter-main.c: (clutter_context_free): added utility
function for cleaning up the context, 
(clutter_get_actor_by_gid): use the GArray for looking up actors.
This commit is contained in:
Øyvind Kolås 2008-02-29 14:54:28 +00:00
parent 1bef7d3a1a
commit bb6f3c6a4f
4 changed files with 96 additions and 19 deletions

View File

@ -1,3 +1,18 @@
2008-02-29 Øyvind Kolås <pippin@o-hand.com>
Reuse the numeric id's used for picking actors to avoid the potential
of overflowing the id numbers when continusly creating and destroying
actors on long running applications for 16bpp.
* clutter/clutter-private.h: replaced hashtable with GArray and a
GSList for available slots in the array.
* clutter/clutter-actor.c: (create_actor_id): function to create an
actor->id mapping, (release_actor_id): function to mark an existing id
as available for reuse.
* clutter/clutter-main.c: (clutter_context_free): added utility
function for cleaning up the context,
(clutter_get_actor_by_gid): use the GArray for looking up actors.
2008-02-26 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-alpha.c:

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@ -151,8 +151,6 @@
#include "clutter-units.h"
#include "cogl.h"
static guint32 __id = 0;
typedef struct _ShaderData ShaderData;
#define CLUTTER_ACTOR_GET_PRIVATE(obj) \
@ -275,6 +273,54 @@ G_DEFINE_ABSTRACT_TYPE_WITH_CODE (ClutterActor,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
clutter_scriptable_iface_init));
static guint32
create_actor_id (ClutterActor *actor)
{
ClutterMainContext *context = CLUTTER_CONTEXT();
ClutterActor **array;
guint32 id;
context = clutter_context_get_default ();
g_return_val_if_fail (context != NULL, 0);
g_return_val_if_fail (context->actor_array != NULL, 0);
/* There are items on our freelist */
if (context->free_actor_ids)
{
array = (void*) context->actor_array->data;
id = GPOINTER_TO_UINT (context->free_actor_ids->data);
context->free_actor_ids = g_slist_remove (context->free_actor_ids,
context->free_actor_ids->data);
array[id] = actor;
return id;
}
/* Allocate new id */
id = context->actor_array->len;
g_array_append_val (context->actor_array, actor);
return id;
}
static void
release_actor_id (guint32 id)
{
ClutterMainContext *context = CLUTTER_CONTEXT();
ClutterActor **array;
context = clutter_context_get_default ();
g_return_if_fail (context != NULL);
g_return_if_fail (context->actor_array != NULL);
array = (void*) context->actor_array->data;
array[id] = (void*)0xdecafbad;
context->free_actor_ids = g_slist_prepend (context->free_actor_ids,
GUINT_TO_POINTER (id));
}
static gboolean
redraw_update_idle (gpointer data)
{
@ -1627,6 +1673,7 @@ clutter_actor_finalize (GObject *object)
g_type_name (G_OBJECT_TYPE (actor)));
g_free (actor->priv->name);
release_actor_id (actor->priv->id);
G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
}
@ -2272,10 +2319,10 @@ clutter_actor_init (ClutterActor *self)
priv->parent_actor = NULL;
priv->has_clip = FALSE;
priv->opacity = 0xff;
priv->id = __id++;
priv->id = create_actor_id (self);
priv->scale_x = CFX_ONE;
priv->scale_y = CFX_ONE;
priv->shader_data = NULL;
priv->shader_data = NULL;
memset (priv->clip, 0, sizeof (ClutterUnit) * 4);
@ -3968,9 +4015,6 @@ clutter_actor_set_parent (ClutterActor *self,
return;
}
g_hash_table_insert (clutter_context->actor_hash,
GUINT_TO_POINTER (clutter_actor_get_gid (self)),
(gpointer)self);
g_object_ref_sink (self);
self->priv->parent_actor = parent;
@ -4039,8 +4083,6 @@ clutter_actor_unparent (ClutterActor *self)
self->priv->parent_actor = NULL;
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
g_hash_table_remove (clutter_context->actor_hash,
GUINT_TO_POINTER (clutter_actor_get_gid (self)));
g_object_unref (self);
}

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@ -269,6 +269,23 @@ _clutter_do_pick (ClutterStage *stage,
return clutter_get_actor_by_gid (id);
}
static void
clutter_context_free (ClutterMainContext *context)
{
/* this will take care of destroying the stage */
g_object_unref (context->backend);
context->backend = NULL;
g_array_free (context->actor_array, TRUE);
context->actor_array = NULL;
g_slist_free (context->free_actor_ids);
context->free_actor_ids = NULL;
/* XXX: The cleaning up of the event queue should be moved here from
the backend base class. */
g_free (context);
}
/**
* clutter_main_quit:
*
@ -335,11 +352,7 @@ clutter_main (void)
if (clutter_main_loop_level == 0)
{
/* this will take care of destroying the stage */
g_object_unref (context->backend);
context->backend = NULL;
g_free (context);
clutter_context_free (context);
}
CLUTTER_MARK ();
@ -799,8 +812,9 @@ pre_parse_hook (GOptionContext *context,
clutter_context->font_map = PANGO_FT2_FONT_MAP (pango_ft2_font_map_new ());
pango_ft2_font_map_set_resolution (clutter_context->font_map, 96.0, 96.0);
clutter_context->actor_hash = g_hash_table_new (NULL, NULL);
clutter_context->actor_array = g_array_sized_new (FALSE, FALSE,
sizeof (guint32), 256);
clutter_context->free_actor_ids = NULL;
backend = clutter_context->backend;
g_assert (CLUTTER_IS_BACKEND (backend));
@ -1554,13 +1568,18 @@ ClutterActor*
clutter_get_actor_by_gid (guint32 id)
{
ClutterMainContext *context;
ClutterActor **array;
context = clutter_context_get_default ();
g_return_val_if_fail (context != NULL, NULL);
g_return_val_if_fail (context->actor_hash != NULL, NULL);
g_return_val_if_fail (context->actor_array != NULL, NULL);
return g_hash_table_lookup (context->actor_hash, GUINT_TO_POINTER (id));
g_assert (id < context->actor_array->len);
g_return_val_if_fail (id < context->actor_array->len, NULL);
array = (void*) context->actor_array->data;
return array[id];
}
void

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@ -83,7 +83,8 @@ struct _ClutterMainContext
guint motion_frequency; /* Motion events per second */
gint num_reactives; /* Num of reactive actors */
GHashTable *actor_hash; /* Hash of all actors mapped to id */
GArray *actor_array; /* Array of ClutterActors */
GSList *free_actor_ids; /* A stack of released actor ids */
guint frame_rate; /* Default FPS */