VideoCommon: prevent potential data issue when reloading Asset data that could happen due to the asset loading thread reloading data while another thread is working with it

This commit is contained in:
iwubcode
2023-06-02 23:57:32 -05:00
parent d03e09c8fd
commit 58d383b30b
2 changed files with 14 additions and 6 deletions

View File

@ -10,20 +10,24 @@ namespace VideoCommon
CustomAssetLibrary::LoadInfo RawTextureAsset::LoadImpl(const CustomAssetLibrary::AssetID& asset_id)
{
std::lock_guard lk(m_lock);
const auto loaded_info = m_owning_library->LoadTexture(asset_id, &m_data);
auto potential_data = std::make_shared<CustomTextureData>();
const auto loaded_info = m_owning_library->LoadTexture(asset_id, potential_data.get());
if (loaded_info.m_bytes_loaded == 0)
return {};
m_loaded = true;
m_data = std::move(potential_data);
return loaded_info;
}
CustomAssetLibrary::LoadInfo GameTextureAsset::LoadImpl(const CustomAssetLibrary::AssetID& asset_id)
{
std::lock_guard lk(m_lock);
const auto loaded_info = m_owning_library->LoadGameTexture(asset_id, &m_data);
auto potential_data = std::make_shared<CustomTextureData>();
const auto loaded_info = m_owning_library->LoadGameTexture(asset_id, potential_data.get());
if (loaded_info.m_bytes_loaded == 0)
return {};
m_loaded = true;
m_data = std::move(potential_data);
return loaded_info;
}
@ -39,7 +43,7 @@ bool GameTextureAsset::Validate(u32 native_width, u32 native_height) const
return false;
}
if (m_data.m_levels.empty())
if (m_data->m_levels.empty())
{
ERROR_LOG_FMT(VIDEO,
"Game texture can't be validated for asset '{}' because no data was available.",
@ -49,7 +53,7 @@ bool GameTextureAsset::Validate(u32 native_width, u32 native_height) const
// Verify that the aspect ratio of the texture hasn't changed, as this could have
// side-effects.
const VideoCommon::CustomTextureData::Level& first_mip = m_data.m_levels[0];
const VideoCommon::CustomTextureData::Level& first_mip = m_data->m_levels[0];
if (first_mip.width * native_height != first_mip.height * native_width)
{
ERROR_LOG_FMT(