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

@ -64,7 +64,11 @@ class CustomLoadableAsset : public CustomAsset
public:
using CustomAsset::CustomAsset;
const UnderlyingType* GetData() const
// Callees should understand that the type returned is
// a local copy and 'GetData()' needs to be called
// to ensure the latest copy is available if
// they want to handle reloads
[[nodiscard]] std::shared_ptr<UnderlyingType> GetData() const
{
std::lock_guard lk(m_lock);
if (m_loaded)
@ -75,7 +79,7 @@ public:
protected:
bool m_loaded = false;
mutable std::mutex m_lock;
UnderlyingType m_data;
std::shared_ptr<UnderlyingType> m_data;
};
} // namespace VideoCommon

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(