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.
This commit is contained in:
degasus
2015-05-16 15:26:11 +02:00
parent 242f7d964d
commit 562b9d4a9f
3 changed files with 40 additions and 0 deletions

View File

@ -19,6 +19,12 @@
#else
#include <stdio.h>
#include <sys/mman.h>
#include <sys/types.h>
#ifdef __APPLE__
#include <sys/sysctl.h>
#else
#include <sys/sysinfo.h>
#endif
#endif
// Valgrind doesn't support MAP_32BIT.
@ -241,3 +247,26 @@ std::string MemUsage()
return "";
#endif
}
size_t MemPhysical()
{
#ifdef _WIN32
MEMORYSTATUSEX memInfo;
memInfo.dwLength = sizeof(MEMORYSTATUSEX);
GlobalMemoryStatusEx(&memInfo);
return memInfo.ullTotalPhys;
#elif defined(__APPLE__)
int mib[2];
size_t physical_memory;
mib[0] = CTL_HW;
mib[1] = HW_MEMSIZE;
size_t length = sizeof(size_t);
sysctl(mib, 2, &physical_memory, &length, NULL, 0);
return physical_memory;
#else
struct sysinfo memInfo;
sysinfo (&memInfo);
return (size_t)memInfo.totalram * memInfo.mem_unit;
#endif
}