- From: Rik Cabanier <cabanier@gmail.com>
- Date: Thu, 18 Jul 2013 14:18:06 -0700
- To: Justin Novosad <junov@google.com>
- Cc: "whatwg@whatwg.org" <whatwg@whatwg.org>, Ian Hickson <ian@hixie.ch>
On Thu, Jul 18, 2013 at 2:03 PM, Justin Novosad <junov@google.com> wrote: > On Thu, Jul 18, 2013 at 12:50 PM, Ian Hickson <ian@hixie.ch> wrote: > > > On Wed, 9 Jan 2013, Ashley Gullen wrote: > > > > > > Some developers are starting to design large scale games using our > HTML5 > > > game engine, and we're finding we're running in to memory management > > > issues. Consider a device with 50mb of texture memory available. A > > > game might contain 100mb of texture assets, but only use a maximum of > > > 30mb of them at a time (e.g. if there are three levels each using 30mb > > > of different assets, and a menu that uses 10mb of assets). This game > > > ought to fit in memory at all times, but if a user agent is not smart > > > about how image loading is handled, it could run out of memory. > > > > > > [...] > > > > > > Some ideas: > > > 1) add new functions to the canvas 2D context, such as: > > > ctx.load(image): cache an image in memory so it can be immediately > drawn > > > when drawImage() is first used > > > ctx.unload(image): release the image from memory > > > > The Web API tries to use garbage collection for this; the idea being that > > you load the images you need when you need them, then discard then when > > you're done, and the memory gets reclaimed when possible. > > > > We could introduce a mechanism to flush ImageBitmap objects more > forcibly, > > e.g. imageBitmap.discard(). This would be a pretty new thing, though. Are > > there any browser vendors who have opinions about this? > > > > We should probably wait to see if people are able to use ImageBitmap with > > garbage collection first. Note, though, that ImageBitmap doesn't really > > add anything you couldn't do with <img> before, in the non-Worker case. > > That is, you could just create <img> elements then lose references to > them > > when you wanted them GC'ed; if that isn't working today, I don't see why > > it would start working with ImageBitmap. > > > > This is probably an area where most browsers could do a better job. > Browsers should be able to handle the texture memory issues automatically > without any new APIs, if they can't, then file bug reports. If garbage > collection is not kicking-in at the right time, report it to the vendor. > Does the JS VM know about the image bits? It seems not since they live on the C++ side so the imageBitmap could look like a small object that is GC'ed later. > ImageBitmap should provide the same kind of pinning semantics as the > suggested ctx.load/unload. However, one weakness of the current API is that > upon construction of the ImageBitmap, the browser does not know whether the > asset will be used with a GPU-accelerated rendering context or not. If this > information were available, the asset could be pre-cached on the GPU when > appropriate. Maybe something like ctx.prefetch(image) would be appropriate > for warming up the caches. That seems too implementation specific.
Received on Thursday, 18 July 2013 21:18:30 UTC