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author | Dan Lake | 2009-10-05 05:35:56 -0700 |
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committer | Melanie | 2009-10-05 12:45:41 +0100 |
commit | 6d52974c5f8184c03e3366fdcce03e4ec15c85f6 (patch) | |
tree | 7a1c7a7db8446b9f7bf59fcc367d347c5e00a50a /OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |
parent | only cache mesh if meshing was successful (diff) | |
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Eliminate pinned Mesh data on managed heap by using IntPtrs to memory allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 032b5df..c041243 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -813,18 +813,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
813 | } | 813 | } |
814 | } | 814 | } |
815 | 815 | ||
816 | float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | 816 | IntPtr vertices, indices; |
817 | int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | 817 | int vertexCount, indexCount; |
818 | int vertexStride, triStride; | ||
819 | mesh.getVertexListAsPtrToFloatArray( out vertices, out vertexStride, out vertexCount ); // Note, that vertices are fixed in unmanaged heap | ||
820 | mesh.getIndexListAsPtrToIntArray( out indices, out triStride, out indexCount ); // Also fixed, needs release after usage | ||
818 | 821 | ||
819 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory | 822 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory |
820 | 823 | ||
821 | int VertexCount = vertexList.GetLength(0)/3; | ||
822 | int IndexCount = indexList.GetLength(0); | ||
823 | |||
824 | _triMeshData = d.GeomTriMeshDataCreate(); | 824 | _triMeshData = d.GeomTriMeshDataCreate(); |
825 | 825 | ||
826 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3*sizeof (float), VertexCount, indexList, IndexCount, | 826 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); |
827 | 3*sizeof (int)); | ||
828 | d.GeomTriMeshDataPreprocess(_triMeshData); | 827 | d.GeomTriMeshDataPreprocess(_triMeshData); |
829 | 828 | ||
830 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | 829 | _parent_scene.waitForSpaceUnlock(m_targetSpace); |