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21300bb21b
VideoCommon: handle asset memory going over reserved limit correctly
109 lines
3.4 KiB
C++
109 lines
3.4 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/Assets/CustomAssetLoader.h"
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#include "Common/MemoryUtil.h"
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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namespace VideoCommon
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{
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void CustomAssetLoader::Init()
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{
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m_asset_monitor_thread_shutdown.Clear();
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const size_t sys_mem = Common::MemPhysical();
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const size_t recommended_min_mem = 2 * size_t(1024 * 1024 * 1024);
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// keep 2GB memory for system stability if system RAM is 4GB+ - use half of memory in other cases
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m_max_memory_available =
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(sys_mem / 2 < recommended_min_mem) ? (sys_mem / 2) : (sys_mem - recommended_min_mem);
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m_asset_monitor_thread = std::thread([this]() {
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Common::SetCurrentThreadName("Asset monitor");
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while (true)
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{
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if (m_asset_monitor_thread_shutdown.IsSet())
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{
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break;
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}
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std::this_thread::sleep_for(TIME_BETWEEN_ASSET_MONITOR_CHECKS);
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std::lock_guard lk(m_asset_load_lock);
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for (auto& [asset_id, asset_to_monitor] : m_assets_to_monitor)
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{
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if (auto ptr = asset_to_monitor.lock())
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{
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const auto write_time = ptr->GetLastWriteTime();
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if (write_time > ptr->GetLastLoadedTime())
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{
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(void)ptr->Load();
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}
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}
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}
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}
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});
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m_asset_load_thread.Reset("Custom Asset Loader", [this](std::weak_ptr<CustomAsset> asset) {
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if (auto ptr = asset.lock())
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{
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if (m_memory_exceeded)
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return;
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if (ptr->Load())
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{
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std::lock_guard lk(m_asset_load_lock);
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const std::size_t asset_memory_size = ptr->GetByteSizeInMemory();
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m_total_bytes_loaded += asset_memory_size;
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m_assets_to_monitor.try_emplace(ptr->GetAssetId(), ptr);
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if (m_total_bytes_loaded > m_max_memory_available)
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset memory exceeded with asset '{}', future assets won't load until "
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"memory is available.",
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ptr->GetAssetId());
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m_memory_exceeded = true;
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}
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}
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}
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});
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}
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void CustomAssetLoader ::Shutdown()
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{
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m_asset_load_thread.Shutdown(true);
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m_asset_monitor_thread_shutdown.Set();
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m_asset_monitor_thread.join();
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m_assets_to_monitor.clear();
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m_total_bytes_loaded = 0;
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}
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std::shared_ptr<GameTextureAsset>
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CustomAssetLoader::LoadGameTexture(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library)
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{
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return LoadOrCreateAsset<GameTextureAsset>(asset_id, m_game_textures, std::move(library));
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}
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std::shared_ptr<PixelShaderAsset>
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CustomAssetLoader::LoadPixelShader(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library)
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{
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return LoadOrCreateAsset<PixelShaderAsset>(asset_id, m_pixel_shaders, std::move(library));
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}
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std::shared_ptr<MaterialAsset>
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CustomAssetLoader::LoadMaterial(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library)
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{
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return LoadOrCreateAsset<MaterialAsset>(asset_id, m_materials, std::move(library));
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}
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std::shared_ptr<MeshAsset> CustomAssetLoader::LoadMesh(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library)
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{
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return LoadOrCreateAsset<MeshAsset>(asset_id, m_meshes, std::move(library));
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}
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} // namespace VideoCommon
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