[PATCH] Mystery hang reduction -- clear new allocations

Stefan Dösinger stefandoesinger at gmail.com
Sun Nov 2 12:04:53 CST 2014


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Am 2014-10-30 07:09, schrieb mtewoodbury at gmail.com:
> From: Max TenEyck Woodbury <max+git at mtew.isa-geek.net>
> 
>     I was getting mystery frozen processes that cleared when a total screen redraw was forced.
> This has been reported numerous times over several years.  It came and went with various releases.
> I have been getting it consistantly recently.  I had an idea that it might have something to do
> with partially uninitialized drawing data structures, so I started adding HEAP_ZERO_MEMORY flags
> in various places.  This particular set cleared the problem, at least for now...
I don't understand the description. What do you mean with forcing a total screen redraw? Which Windows applications were affected? What's the symptom of a freeze? A game being stuck for half a second? A game being stuck forever until you kill it?

> -    declaration->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*declaration->elements) * element_count);
> +    declaration->elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
> +            sizeof(*declaration->elements) * element_count);
I'd expect 1 byte padding at the end of the structure because the structure has only 19 bytes (23 in 64 bit). This may cause issues if we're doing a memcmp over a vertex declaration or one or more vertex declaration elements. I am not aware that we're doing such a thing though.


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