mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
VideoCommon: revamp asset loading system to: run with multiple worker threads, leverage a priority system so that assets being used recently are preferred, and avoid recursive mutex locking
This commit is contained in:
parent
a273dc2de2
commit
3b9cb42259
@ -6,8 +6,8 @@
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namespace VideoCommon
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{
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CustomAsset::CustomAsset(std::shared_ptr<CustomAssetLibrary> library,
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const CustomAssetLibrary::AssetID& asset_id)
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: m_owning_library(std::move(library)), m_asset_id(asset_id)
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const CustomAssetLibrary::AssetID& asset_id, u64 session_id)
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: m_owning_library(std::move(library)), m_asset_id(asset_id), m_session_id(session_id)
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{
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}
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@ -34,6 +34,11 @@ const CustomAssetLibrary::TimeType& CustomAsset::GetLastLoadedTime() const
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return m_last_loaded_time;
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}
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std::size_t CustomAsset::GetSessionId() const
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{
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return m_session_id;
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}
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const CustomAssetLibrary::AssetID& CustomAsset::GetAssetId() const
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{
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return m_asset_id;
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@ -18,7 +18,7 @@ class CustomAsset
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{
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public:
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CustomAsset(std::shared_ptr<CustomAssetLibrary> library,
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const CustomAssetLibrary::AssetID& asset_id);
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const CustomAssetLibrary::AssetID& asset_id, u64 session_id);
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virtual ~CustomAsset() = default;
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CustomAsset(const CustomAsset&) = delete;
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CustomAsset(CustomAsset&&) = delete;
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@ -39,6 +39,9 @@ public:
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// Returns an id that uniquely identifies this asset
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const CustomAssetLibrary::AssetID& GetAssetId() const;
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// Returns an id that is unique to this session
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std::size_t GetSessionId() const;
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// A rough estimate of how much space this asset
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// will take in memroy
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std::size_t GetByteSizeInMemory() const;
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@ -49,6 +52,7 @@ protected:
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private:
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virtual CustomAssetLibrary::LoadInfo LoadImpl(const CustomAssetLibrary::AssetID& asset_id) = 0;
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CustomAssetLibrary::AssetID m_asset_id;
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std::size_t m_session_id;
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mutable std::mutex m_info_lock;
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std::size_t m_bytes_loaded = 0;
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@ -4,13 +4,17 @@
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#include "VideoCommon/Assets/CustomAssetLoader.h"
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#include "Common/MemoryUtil.h"
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#include "Common/Thread.h"
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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#include "VideoCommon/VideoEvents.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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m_frame_event =
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AfterFrameEvent::Register([this](Core::System&) { OnFrameEnd(); }, "CustomAssetLoader");
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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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@ -18,65 +22,12 @@ void CustomAssetLoader::Init()
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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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ResizeWorkerThreads(2);
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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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Reset(false);
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}
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std::shared_ptr<GameTextureAsset>
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@ -105,4 +56,242 @@ std::shared_ptr<MeshAsset> CustomAssetLoader::LoadMesh(const CustomAssetLibrary:
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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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void CustomAssetLoader::AssetReferenced(u64 asset_session_id)
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{
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auto& asset_load_info = m_asset_load_info[asset_session_id];
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asset_load_info.last_xfb_seen = m_xfbs_seen;
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}
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void CustomAssetLoader::Reset(bool restart_worker_threads)
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{
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const std::size_t worker_thread_count = m_worker_threads.size();
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StopWorkerThreads();
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m_game_textures.clear();
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m_pixel_shaders.clear();
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m_materials.clear();
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m_meshes.clear();
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m_assetid_to_asset_index.clear();
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m_asset_load_info.clear();
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{
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std::lock_guard<std::mutex> guard(m_reload_work_lock);
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m_assetids_to_reload.clear();
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}
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{
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std::lock_guard<std::mutex> guard(m_pending_work_lock);
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m_pending_work_per_frame.clear();
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}
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{
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std::lock_guard<std::mutex> guard(m_completed_work_lock);
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m_completed_work.clear();
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}
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if (restart_worker_threads)
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{
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StartWorkerThreads(static_cast<u32>(worker_thread_count));
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}
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}
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void CustomAssetLoader::ReloadAsset(const CustomAssetLibrary::AssetID& asset_id)
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{
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std::lock_guard<std::mutex> guard(m_reload_work_lock);
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m_assetids_to_reload.push_back(asset_id);
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}
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bool CustomAssetLoader::StartWorkerThreads(u32 num_worker_threads)
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{
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if (num_worker_threads == 0)
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return true;
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for (u32 i = 0; i < num_worker_threads; i++)
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{
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m_worker_thread_start_result.store(false);
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void* thread_param = nullptr;
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std::thread thr(&CustomAssetLoader::WorkerThreadEntryPoint, this, thread_param);
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m_init_event.Wait();
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if (!m_worker_thread_start_result.load())
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{
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WARN_LOG_FMT(VIDEO, "Failed to start asset load worker thread.");
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thr.join();
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break;
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}
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m_worker_threads.push_back(std::move(thr));
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}
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return HasWorkerThreads();
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}
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bool CustomAssetLoader::ResizeWorkerThreads(u32 num_worker_threads)
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{
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if (m_worker_threads.size() == num_worker_threads)
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return true;
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StopWorkerThreads();
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return StartWorkerThreads(num_worker_threads);
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}
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bool CustomAssetLoader::HasWorkerThreads() const
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{
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return !m_worker_threads.empty();
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}
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void CustomAssetLoader::StopWorkerThreads()
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{
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if (!HasWorkerThreads())
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return;
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// Signal worker threads to stop, and wake all of them.
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{
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std::lock_guard<std::mutex> guard(m_pending_work_lock);
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m_exit_flag.Set();
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m_worker_thread_wake.notify_all();
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}
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// Wait for worker threads to exit.
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for (std::thread& thr : m_worker_threads)
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thr.join();
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m_worker_threads.clear();
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m_exit_flag.Clear();
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}
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void CustomAssetLoader::WorkerThreadEntryPoint(void* param)
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{
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Common::SetCurrentThreadName("Asset Loader Worker");
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m_worker_thread_start_result.store(true);
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m_init_event.Set();
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WorkerThreadRun();
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}
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void CustomAssetLoader::WorkerThreadRun()
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{
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std::unique_lock<std::mutex> pending_lock(m_pending_work_lock);
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while (!m_exit_flag.IsSet())
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{
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m_worker_thread_wake.wait(pending_lock);
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while (!m_pending_work_per_frame.empty() && !m_exit_flag.IsSet())
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{
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m_busy_workers++;
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auto pending_iter = m_pending_work_per_frame.begin();
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auto item(std::move(pending_iter->second));
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m_pending_work_per_frame.erase(pending_iter);
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const auto item_shared = item.lock();
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pending_lock.unlock();
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if (item_shared && m_last_frame_total_loaded_memory < m_max_memory_available)
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{
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if (item_shared->Load())
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{
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// This asset could be double counted, but will be corected on the next frame
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m_last_frame_total_loaded_memory += item_shared->GetByteSizeInMemory();
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}
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// Regardless of whether the load was successful or not
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// mark it as complete
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{
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std::lock_guard<std::mutex> completed_guard(m_completed_work_lock);
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m_completed_work.push_back(item_shared->GetSessionId());
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}
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}
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pending_lock.lock();
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m_busy_workers--;
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}
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}
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}
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void CustomAssetLoader::OnFrameEnd()
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{
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std::vector<CustomAssetLibrary::AssetID> assetids_to_reload;
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{
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std::lock_guard<std::mutex> guard(m_reload_work_lock);
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m_assetids_to_reload.swap(assetids_to_reload);
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}
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for (const CustomAssetLibrary::AssetID& asset_id : assetids_to_reload)
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{
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if (const auto asset_session_id_iter = m_assetid_to_asset_index.find(asset_id);
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asset_session_id_iter != m_assetid_to_asset_index.end())
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{
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auto& asset_load_info = m_asset_load_info[asset_session_id_iter->second];
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asset_load_info.xfb_load_request = m_xfbs_seen;
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}
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}
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std::vector<std::size_t> completed_work;
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{
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std::lock_guard<std::mutex> guard(m_completed_work_lock);
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m_completed_work.swap(completed_work);
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}
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for (std::size_t completed_index : completed_work)
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{
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auto& asset_load_info = m_asset_load_info[completed_index];
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// If we had a load request and it wasn't from this frame, clear it
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if (asset_load_info.xfb_load_request && asset_load_info.xfb_load_request != m_xfbs_seen)
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{
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asset_load_info.xfb_load_request = std::nullopt;
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}
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}
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m_xfbs_seen++;
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std::size_t total_bytes_loaded = 0;
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// Build up the work prioritizing newest requested assets first
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PendingWorkContainer new_pending_work;
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for (const auto& asset_load_info : m_asset_load_info)
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{
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if (const auto asset = asset_load_info.asset.lock())
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{
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total_bytes_loaded += asset->GetByteSizeInMemory();
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if (total_bytes_loaded > m_max_memory_available)
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{
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if (!m_memory_exceeded)
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{
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m_memory_exceeded = true;
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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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asset->GetAssetId());
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}
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break;
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}
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if (asset_load_info.xfb_load_request)
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{
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new_pending_work.emplace(asset_load_info.last_xfb_seen, asset_load_info.asset);
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}
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}
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}
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if (m_memory_exceeded && total_bytes_loaded < m_max_memory_available)
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{
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INFO_LOG_FMT(VIDEO, "Asset memory went below limit, new assets can begin loading.");
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m_memory_exceeded = false;
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}
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m_last_frame_total_loaded_memory = total_bytes_loaded;
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if (new_pending_work.empty())
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return;
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// Now notify our workers
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{
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std::lock_guard<std::mutex> guard(m_pending_work_lock);
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std::swap(m_pending_work_per_frame, new_pending_work);
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m_worker_thread_wake.notify_all();
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}
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}
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} // namespace VideoCommon
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@ -4,19 +4,24 @@
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#pragma once
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#include <chrono>
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#include <deque>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <thread>
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#include <vector>
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#include "Common/Event.h"
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#include "Common/Flag.h"
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#include "Common/HookableEvent.h"
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#include "Common/Logging/Log.h"
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#include "Common/WorkQueueThread.h"
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#include "VideoCommon/Assets/CustomAsset.h"
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#include "VideoCommon/Assets/MaterialAsset.h"
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#include "VideoCommon/Assets/MeshAsset.h"
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#include "VideoCommon/Assets/ShaderAsset.h"
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#include "VideoCommon/Assets/TextureAsset.h"
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#include "VideoCommon/Present.h"
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namespace VideoCommon
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{
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@ -52,6 +57,14 @@ public:
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std::shared_ptr<MeshAsset> LoadMesh(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library);
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// Notifies the asset system that an asset has been used
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void AssetReferenced(u64 asset_session_id);
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// Requests that an asset that exists be reloaded
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void ReloadAsset(const CustomAssetLibrary::AssetID& asset_id);
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void Reset(bool restart_worker_threads = true);
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private:
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// TODO C++20: use a 'derived_from' concept against 'CustomAsset' when available
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template <typename AssetType>
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@ -65,44 +78,88 @@ private:
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{
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auto shared = it->second.lock();
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if (shared)
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{
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auto& asset_load_info = m_asset_load_info[shared->GetSessionId()];
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asset_load_info.last_xfb_seen = m_xfbs_seen;
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asset_load_info.xfb_load_request = m_xfbs_seen;
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return shared;
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}
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std::shared_ptr<AssetType> ptr(new AssetType(std::move(library), asset_id), [&](AssetType* a) {
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{
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std::lock_guard lk(m_asset_load_lock);
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m_total_bytes_loaded -= a->GetByteSizeInMemory();
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m_assets_to_monitor.erase(a->GetAssetId());
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if (m_max_memory_available >= m_total_bytes_loaded && m_memory_exceeded)
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{
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INFO_LOG_FMT(VIDEO, "Asset memory went below limit, new assets can begin loading.");
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m_memory_exceeded = false;
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}
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const auto [index_it, index_inserted] = m_assetid_to_asset_index.try_emplace(asset_id, 0);
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if (index_inserted)
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{
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index_it->second = m_asset_load_info.size();
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}
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delete a;
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});
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auto ptr = std::make_shared<AssetType>(std::move(library), asset_id, index_it->second);
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it->second = ptr;
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m_asset_load_thread.Push(it->second);
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AssetLoadInfo* asset_load_info;
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if (index_inserted)
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{
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m_asset_load_info.emplace_back();
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asset_load_info = &m_asset_load_info.back();
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}
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else
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{
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asset_load_info = &m_asset_load_info[index_it->second];
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}
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asset_load_info->asset = ptr;
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asset_load_info->last_xfb_seen = m_xfbs_seen;
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asset_load_info->xfb_load_request = m_xfbs_seen;
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return ptr;
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}
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static constexpr auto TIME_BETWEEN_ASSET_MONITOR_CHECKS = std::chrono::milliseconds{500};
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bool StartWorkerThreads(u32 num_worker_threads);
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bool ResizeWorkerThreads(u32 num_worker_threads);
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bool HasWorkerThreads() const;
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void StopWorkerThreads();
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void WorkerThreadEntryPoint(void* param);
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void WorkerThreadRun();
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void OnFrameEnd();
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|
||||
Common::EventHook m_frame_event;
|
||||
|
||||
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<GameTextureAsset>> m_game_textures;
|
||||
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<PixelShaderAsset>> m_pixel_shaders;
|
||||
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<MaterialAsset>> m_materials;
|
||||
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<MeshAsset>> m_meshes;
|
||||
std::thread m_asset_monitor_thread;
|
||||
Common::Flag m_asset_monitor_thread_shutdown;
|
||||
|
||||
std::size_t m_total_bytes_loaded = 0;
|
||||
std::map<CustomAssetLibrary::AssetID, std::size_t> m_assetid_to_asset_index;
|
||||
|
||||
struct AssetLoadInfo
|
||||
{
|
||||
std::weak_ptr<CustomAsset> asset;
|
||||
u64 last_xfb_seen = 0;
|
||||
std::optional<u64> xfb_load_request;
|
||||
};
|
||||
std::vector<AssetLoadInfo> m_asset_load_info;
|
||||
u64 m_xfbs_seen = 0;
|
||||
|
||||
std::size_t m_max_memory_available = 0;
|
||||
std::atomic_bool m_memory_exceeded = false;
|
||||
bool m_memory_exceeded = false;
|
||||
std::atomic_size_t m_last_frame_total_loaded_memory = 0;
|
||||
|
||||
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<CustomAsset>> m_assets_to_monitor;
|
||||
Common::Flag m_exit_flag;
|
||||
Common::Event m_init_event;
|
||||
|
||||
// Use a recursive mutex to handle the scenario where an asset goes out of scope while
|
||||
// iterating over the assets to monitor which calls the lock above in 'LoadOrCreateAsset'
|
||||
std::recursive_mutex m_asset_load_lock;
|
||||
Common::WorkQueueThread<std::weak_ptr<CustomAsset>> m_asset_load_thread;
|
||||
std::vector<std::thread> m_worker_threads;
|
||||
std::atomic_bool m_worker_thread_start_result{false};
|
||||
|
||||
using PendingWorkContainer = std::multimap<u64, std::weak_ptr<CustomAsset>, std::greater<>>;
|
||||
PendingWorkContainer m_pending_work_per_frame;
|
||||
std::mutex m_pending_work_lock;
|
||||
std::condition_variable m_worker_thread_wake;
|
||||
std::atomic_size_t m_busy_workers{0};
|
||||
|
||||
std::vector<std::size_t> m_completed_work;
|
||||
std::mutex m_completed_work_lock;
|
||||
|
||||
std::vector<CustomAssetLibrary::AssetID> m_assetids_to_reload;
|
||||
std::mutex m_reload_work_lock;
|
||||
};
|
||||
} // namespace VideoCommon
|
||||
|
@ -182,6 +182,10 @@ void CustomPipeline::UpdatePixelData(
|
||||
{
|
||||
m_pixel_material.m_asset = loader.LoadMaterial(material_to_load, library);
|
||||
}
|
||||
else
|
||||
{
|
||||
loader.AssetReferenced(m_pixel_material.m_asset->GetSessionId());
|
||||
}
|
||||
|
||||
const auto material_data = m_pixel_material.m_asset->GetData();
|
||||
if (!material_data)
|
||||
@ -217,6 +221,10 @@ void CustomPipeline::UpdatePixelData(
|
||||
|
||||
m_last_generated_shader_code = ShaderCode{};
|
||||
}
|
||||
else
|
||||
{
|
||||
loader.AssetReferenced(m_pixel_shader.m_asset->GetSessionId());
|
||||
}
|
||||
|
||||
const auto shader_data = m_pixel_shader.m_asset->GetData();
|
||||
if (!shader_data)
|
||||
|
@ -36,6 +36,7 @@
|
||||
#include "VideoCommon/AbstractFramebuffer.h"
|
||||
#include "VideoCommon/AbstractGfx.h"
|
||||
#include "VideoCommon/AbstractStagingTexture.h"
|
||||
#include "VideoCommon/Assets/CustomAssetLoader.h"
|
||||
#include "VideoCommon/Assets/CustomTextureData.h"
|
||||
#include "VideoCommon/BPMemory.h"
|
||||
#include "VideoCommon/FramebufferManager.h"
|
||||
@ -263,10 +264,13 @@ void TextureCacheBase::SetBackupConfig(const VideoConfig& config)
|
||||
|
||||
bool TextureCacheBase::DidLinkedAssetsChange(const TCacheEntry& entry)
|
||||
{
|
||||
auto& system = Core::System::GetInstance();
|
||||
auto& loader = system.GetCustomAssetLoader();
|
||||
for (const auto& cached_asset : entry.linked_game_texture_assets)
|
||||
{
|
||||
if (cached_asset.m_asset)
|
||||
{
|
||||
loader.AssetReferenced(cached_asset.m_asset->GetSessionId());
|
||||
if (cached_asset.m_asset->GetLastLoadedTime() > cached_asset.m_cached_write_time)
|
||||
return true;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user