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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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@ -16,6 +16,7 @@ void ReadProtectMemory(void* ptr, size_t size);
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void WriteProtectMemory(void* ptr, size_t size, bool executable = false);
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void UnWriteProtectMemory(void* ptr, size_t size, bool allowExecute = false);
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std::string MemUsage();
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size_t MemPhysical();
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void GuardMemoryMake(void* ptr, size_t size);
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void GuardMemoryUnmake(void* ptr, size_t size);
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