dolphin/Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp
Mai 21300bb21b
Merge pull request #12457 from iwubcode/asset_memory_limit
VideoCommon: handle asset memory going over reserved limit correctly
2024-02-16 15:46:52 -05:00

109 lines
3.4 KiB
C++

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