Sceneform 内存设计

从ResourceHolder说起

引没引我先不下结论,我把分析写给你看,看完之后你心中自有答案。

它是一个接口,有两个重要的方法,如下

/** Pool or cachce for resources */
public interface ResourceHolder {
  /**
   * Polls for garbage collected objects and disposes associated data.
   *
   * @return Count of resources in use.
   */
  long reclaimReleasedResources();

  /** Ignores reference count and disposes any associated resources. */
  void destroyAllResources();
}

第一个方法是统计使用中的资源个数,第二个方法是强制释放资源。

都包括哪些资源?请看我下面分析

ResourceHolder有两个实现类,一个是ResourceRegistry

这个类有两个map,一个是 registry 记录已经加载完成的任务,一个 futureRegistry 记录正在加载进行中的任务。

它的 destroyAllResources()是清空已完成的任务和取消正在进行的任务同时移除该任务

重写的 reclaimReleasedResources()这个方法直接返回0

代码如下

/**
   * Removes all cache entries. Cancels any in progress futures. cancel does not interrupt work in
   * progress. It only prevents the final stage from starting.
   */
  @Override
  public void destroyAllResources() {
//    Log.d("steven","ResourceRegistry destroyAllResources");
    synchronized (lock) {
      Iterator<Map.Entry<Object, CompletableFuture<T>>> iterator =
          futureRegistry.entrySet().iterator();
      while (iterator.hasNext()) {
        Map.Entry<Object, CompletableFuture<T>> entry = iterator.next();
        iterator.remove();
        CompletableFuture<T> futureResource = entry.getValue();
        if (!futureResource.isDone()) {
          futureResource.cancel(true);
        }
      }

      registry.clear();
    }
  }

  @Override
  public long reclaimReleasedResources() {
    // Resources held in registry are also held by other ResourceHolders.  Return zero for this one
    // and do
    // counting in the other holders.
    return 0;
  }

另外一个类是 CleanupRegistry,它的实现则如下


/**
 * Polls the {@link ReferenceQueue} for garbage collected objects and runs the associated {@link
 * Runnable}
 *
 * @return count of resources remaining.
 */
@Override
@SuppressWarnings("unchecked") // safe cast from Reference to a CleanupItem
public long reclaimReleasedResources() {
  CleanupItem<T> ref = (CleanupItem<T>) referenceQueue.poll();
  while (ref != null) {
    if (cleanupItemHashSet.contains(ref)) {
      ref.run();
      cleanupItemHashSet.remove(ref);
    }
    ref = (CleanupItem<T>) referenceQueue.poll();
  }
  Log.d("steven","");
  return cleanupItemHashSet.size();
}

/** Ignores reference count and releases any associated resources */
@Override
public void destroyAllResources() {
  Iterator<CleanupItem<T>> iterator = cleanupItemHashSet.iterator();
  while (iterator.hasNext()) {
    CleanupItem<T> ref = iterator.next();
    iterator.remove();
    ref.run();
  }
}

它的计算资源引用的实现为计算cleanupItemHashSet元素个数,销毁资源则为 遍历cleanupItemHashSet,然后取出CleanupItem,调用它的run方法,这个其实调用的是Runnable的run方法。

既然知道了实现类,那我们看看哪里用到了它们;

  • 第一个ResourceManager,它是一个单例类,它初始化的时候就加了好多ResourceRegistry
private ResourceManager() {
  //init once since this singleton
  addResourceHolder(textureRegistry);
  addResourceHolder(materialRegistry);
  addResourceHolder(modelRenderableRegistry);
  addViewRenderableRegistry();
  addResourceHolder(cameraStreamCleanupRegistry);
  addResourceHolder(externalTextureCleanupRegistry);
  addResourceHolder(materialCleanupRegistry);
  addResourceHolder(renderableInstanceCleanupRegistry);
  addResourceHolder(textureCleanupRegistry);
}

那这些ResourceRegistry都是什么时候跟踪资源的呢?我搜索了下引用此类的地方

image

其中Material.Builder,Renderer,ViewRenderable.Builder里面没有追踪,其他都通过 CleanRegistey.register(T trackedObject, Runnable cleanupCallback) 或者 ResourceRegistry.register(Object id, CompletableFuture<T> futureResource)追踪了。

那什么时候加的cleanupCallback呢?我搜了下这个类出现的地方

image

由此可见,CameraStream,CameraStreamDepth(自己新加的类,非Sceneform的类,处理深度遮挡的。是CameraStream的副本),ExternalTexture,Material,RenderleInstance,Texture,都有。也就是说这些类在销毁资源时都会执行CleanupCallback,这个类的run方法大同小异

,大概意思就是获取filament的引擎,然后去销毁资源。

CameraStream的

@Override
public void run() {
  AndroidPreconditions.checkUiThread();

  IEngine engine = EngineInstance.getEngine();
  if (engine == null && !engine.isValid()) {
    return;
  }

  if (cameraStreamRenderable != UNINITIALIZED_FILAMENT_RENDERABLE) {
    scene.remove(cameraStreamRenderable);
  }

  engine.destroyIndexBuffer(cameraIndexBuffer);
  engine.destroyVertexBuffer(cameraVertexBuffer);
}

ExternalTexture的

@Override
public void run() {
  AndroidPreconditions.checkUiThread();

  IEngine engine = EngineInstance.getEngine();
  if (engine == null || !engine.isValid()) {
    return;
  }
  if (filamentTexture != null) {
    engine.destroyTexture(filamentTexture);
  }

  if (filamentStream != null) {
    engine.destroyStream(filamentStream);
  }
}

Material的 

@Override
public void run() {
  AndroidPreconditions.checkUiThread();
  if (materialInstance != null) {
    materialInstance.dispose();
  }

  if (materialInternalData != null) {
    materialInternalData.release();
  }
}

RenderableInstance的

@Override
public void run() {
    AndroidPreconditions.checkUiThread();

    IEngine engine = EngineInstance.getEngine();

    if (engine == null || !engine.isValid()) {
        return;
    }

    RenderableManager renderableManager = engine.getRenderableManager();

    if (childEntity != 0) {
        renderableManager.destroy(childEntity);
    }
    if (entity != 0) {
        renderableManager.destroy(entity);
    }
}

Texture的
@Override
public void run() {
  AndroidPreconditions.checkUiThread();
  if (textureData != null) {
    textureData.release();
  }
}

最后一个类的方法很重要,因为通过它我发现了另外一个类SharedReference

/**
 * Used for managing memory of shared object using reference counting.
 *
 * @hide
 */
public abstract class SharedReference {
  private int referenceCount = 0;

  public void retain() {
    referenceCount++;
  }

  public void release() {
    referenceCount--;
    dispose();
  }

  protected abstract void onDispose();

  private void dispose() {
    if (referenceCount > 0) {
      return;
    }

    onDispose();
  }
}

这个类的release用到了引用计数,如果引用数大于0,则不会调用onDispose(),增加引用数的方法retain我也全局搜了下如图

image

我们看到Material,Texture,ViewRenderable初始化时都调用了此方法,按道理讲应该在销毁时调用release方法,但是我一一找了这三个类,发现viewRenderable的release居然在finalize(这个方法不是立马被调用的)调用的,坑啊,真深。

/** @hide */
void dispose() {
  AndroidPreconditions.checkUiThread();

  ViewRenderableInternalData viewRenderableData = this.viewRenderableData;
  if (viewRenderableData != null) {
    viewRenderableData.getRenderView().removeOnViewSizeChangedListener(onViewSizeChangedListener);
    viewRenderableData.release();
    this.viewRenderableData = null;
  }
}

/** @hide */
@Override
protected void finalize() throws Throwable {

  Log.d("steven","viewrenderable ...finalize....");
  try {
    ThreadPools.getMainExecutor().execute(() -> dispose());
  } catch (Exception e) {
    Log.e(TAG, "Error while Finalizing View Renderable.", e);
  } finally {
    super.finalize();
  }
}

这些资源在创建过程中都被ResourceManager全局监控了。在我们销毁ArSceneview时则分别被调用了

ResourceManager.getInstance().reclaimReleasedResources()和ResourceManager.getInstance().destroyAllResources()来释放资源。

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