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

@ -16,6 +16,7 @@
#include "Common/FileSearch.h"
#include "Common/FileUtil.h"
#include "Common/Flag.h"
#include "Common/MemoryUtil.h"
#include "Common/StringUtil.h"
#include "Common/Thread.h"
#include "Common/Timer.h"
@ -167,6 +168,7 @@ void HiresTexture::Prefetch()
Common::SetCurrentThreadName("Prefetcher");
size_t size_sum = 0;
size_t max_mem = MemPhysical() / 2;
u32 starttime = Common::Timer::GetTimeMs();
for (const auto& entry : s_textureMap)
{
@ -203,6 +205,14 @@ void HiresTexture::Prefetch()
{
return;
}
if (size_sum > max_mem)
{
g_Config.bCacheHiresTextures = false;
OSD::AddMessage(StringFromFormat("Custom Textures prefetching after %.1f MB aborted, not enough RAM available", size_sum / (1024.0 * 1024.0)), 10000);
return;
}
}
u32 stoptime = Common::Timer::GetTimeMs();
OSD::AddMessage(StringFromFormat("Custom Textures loaded, %.1f MB in %.1f s", size_sum / (1024.0 * 1024.0), (stoptime - starttime) / 1000.0), 10000);