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VideoCommon: Abort texture prefetching on low RAM
There is no nice way to correctly "detect" the "used" memory, so we just say we're fine to use 50% of the physical memory for custom textures. This will fix out-of-memory crashes, but we still might run into swapping issues.
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@ -19,6 +19,12 @@
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#else
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#include <stdio.h>
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#include <sys/mman.h>
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#include <sys/types.h>
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#ifdef __APPLE__
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#include <sys/sysctl.h>
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#else
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#include <sys/sysinfo.h>
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#endif
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#endif
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// Valgrind doesn't support MAP_32BIT.
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@ -241,3 +247,26 @@ std::string MemUsage()
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return "";
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#endif
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}
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size_t MemPhysical()
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{
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#ifdef _WIN32
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MEMORYSTATUSEX memInfo;
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memInfo.dwLength = sizeof(MEMORYSTATUSEX);
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GlobalMemoryStatusEx(&memInfo);
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return memInfo.ullTotalPhys;
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#elif defined(__APPLE__)
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int mib[2];
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size_t physical_memory;
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mib[0] = CTL_HW;
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mib[1] = HW_MEMSIZE;
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size_t length = sizeof(size_t);
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sysctl(mib, 2, &physical_memory, &length, NULL, 0);
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return physical_memory;
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#else
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struct sysinfo memInfo;
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sysinfo (&memInfo);
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return (size_t)memInfo.totalram * memInfo.mem_unit;
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#endif
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}
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