On Wed, 29 Oct 2025 11:21:31 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:
> 
>   D3DTextureResource: Set resource to null after disposing

I'm running into this problem frequently with an image heavy application.  Will 
this address the cause of the issue, or just the symptoms?

I've been monitoring the resource usage, and when this bug occurs it usually is 
because it is trying to free resources, but is unable to free sufficient 
resources to allocate a new resource.  Now that the NPE is fixed, what happens 
then with the original problem of being unable to free up enough space for a 
new resource?

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PR Comment: https://git.openjdk.org/jfx/pull/1951#issuecomment-3462495532

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