Merge pull request #12457 from iwubcode/asset_memory_limit

VideoCommon: handle asset memory going over reserved limit correctly
This commit is contained in:
Mai
2024-02-16 15:46:52 -05:00
committed by GitHub
2 changed files with 17 additions and 8 deletions

View File

@ -3,7 +3,6 @@
#include "VideoCommon/Assets/CustomAssetLoader.h"
#include "Common/Logging/Log.h"
#include "Common/MemoryUtil.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
@ -48,19 +47,22 @@ void CustomAssetLoader::Init()
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();
if (m_max_memory_available >= m_total_bytes_loaded + asset_memory_size)
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)
{
m_total_bytes_loaded += asset_memory_size;
m_assets_to_monitor.try_emplace(ptr->GetAssetId(), ptr);
}
else
{
ERROR_LOG_FMT(VIDEO, "Failed to load asset {} because there was not enough memory.",
ERROR_LOG_FMT(VIDEO,
"Asset memory exceeded with asset '{}', future assets won't load until "
"memory is available.",
ptr->GetAssetId());
m_memory_exceeded = true;
}
}
}