On Tue, 4 Nov 2025 14:49:56 GMT, Lukasz Kostyra <[email protected]> wrote:

>> This PR fixes NPE thrown when trying to update D3D texture in some rare 
>> scenarios.
>> 
>> On more stressful cases (like the one using Canvas attached to this issue) 
>> it is possible that a D3DTexture.update() call will go through after the 
>> Resource Pool already pruned the underlying Texture's resource. This in turn 
>> caused an NPE, which propagated to higher levels and disrupted the rendering 
>> loop, causing the Canvas to not be drawn anymore. The update() call seems 
>> not to be called more than once on an already freed resource, suggesting 
>> this is some sort of rare race between the pool and the drawing code.
>> 
>> This change prevents the NPE from being thrown. I noticed no visual problems 
>> with the test even when the update() call is rejected by the newly added 
>> check. Best way to verify it is to add a log call inside added `if 
>> (!resource.isValid())` blocks when running the test, it will occasionally 
>> get printed but the test itself won't change its behavior like it does 
>> without this change.
>
> Lukasz Kostyra has updated the pull request incrementally with one additional 
> commit since the last revision:
> 
>   Review comments - MTLTexture: add isValid() check to update(MediaFrame)

I also made this hack (using internals) to display some vram usage information 
(in a title bar for example).  This helps me at least to see how "bad" the 
situation is currently:


import com.sun.glass.ui.Screen;
import com.sun.prism.GraphicsPipeline;
import com.sun.prism.ResourceFactory;
import com.sun.prism.impl.TextureResourcePool;

import java.util.HashSet;
import java.util.List;
import java.util.Set;

public class VramStats {

  public static String getVramStats() {
    GraphicsPipeline pipeline = GraphicsPipeline.getPipeline();

    if(pipeline == null) {
      return "Unavailable";
    }

    List<Screen> screens = Screen.getScreens();
    Set<TextureResourcePool<?>> uniquePools = new HashSet<>();

    for(Screen screen : screens) {
      ResourceFactory resourceFactory = pipeline.getResourceFactory(screen);

      uniquePools.add(resourceFactory.getTextureResourcePool());
    }

    long totalUsed = 0;

    for(TextureResourcePool<?> pool : uniquePools) {
      totalUsed += pool.used();
    }

    return "VRAM: " + (totalUsed / 1024 / 1024) + " MB";
  }
}

-------------

PR Comment: https://git.openjdk.org/jfx/pull/1951#issuecomment-3501416090

Reply via email to