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Yellow squiggly lines begone! Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes. If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed. The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports. Not everything is removed, but the cleanup should be substantial enough. Because this done on Linux, code that isn't used on it is mostly untouched. (Hopefully no open PR is depending on these imports...)
194 lines
5.3 KiB
C++
194 lines
5.3 KiB
C++
// Copyright 2025 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/Assets/CustomAssetCache.h"
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#include "Common/Logging/Log.h"
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#include "Common/MemoryUtil.h"
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#include "UICommon/UICommon.h"
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#include "VideoCommon/Assets/CustomAsset.h"
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namespace VideoCommon
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{
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void CustomAssetCache::Initialize()
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{
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// Use half of available system memory but leave at least 2GiB unused for system stability.
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constexpr size_t must_keep_unused = 2 * size_t(1024 * 1024 * 1024);
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const size_t sys_mem = Common::MemPhysical();
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const size_t keep_unused_mem = std::max(sys_mem / 2, std::min(sys_mem, must_keep_unused));
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m_max_ram_available = sys_mem - keep_unused_mem;
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if (m_max_ram_available == 0)
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ERROR_LOG_FMT(VIDEO, "Not enough system memory for custom resources.");
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m_asset_loader.Initialize();
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}
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void CustomAssetCache::Shutdown()
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{
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Reset();
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m_asset_loader.Shutdown();
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}
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void CustomAssetCache::Reset()
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{
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m_asset_loader.Reset(true);
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m_active_assets = {};
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m_pending_assets = {};
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m_asset_handle_to_data.clear();
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m_asset_id_to_handle.clear();
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m_dirty_assets.clear();
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m_ram_used = 0;
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}
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void CustomAssetCache::MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id)
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{
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std::lock_guard guard(m_dirty_mutex);
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m_dirty_assets.insert(asset_id);
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}
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void CustomAssetCache::MarkAssetPending(CustomAsset* asset)
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{
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m_pending_assets.MakeAssetHighestPriority(asset->GetHandle(), asset);
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}
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void CustomAssetCache::MarkAssetActive(CustomAsset* asset)
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{
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m_active_assets.MakeAssetHighestPriority(asset->GetHandle(), asset);
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}
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void CustomAssetCache::Update()
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{
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ProcessDirtyAssets();
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ProcessLoadedAssets();
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if (m_ram_used > m_max_ram_available)
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{
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RemoveAssetsUntilBelowMemoryLimit();
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}
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if (m_pending_assets.IsEmpty())
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return;
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if (m_ram_used > m_max_ram_available)
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return;
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const u64 allowed_memory = m_max_ram_available - m_ram_used;
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m_asset_loader.ScheduleAssetsToLoad(m_pending_assets.Elements(), allowed_memory);
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}
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void CustomAssetCache::ProcessDirtyAssets()
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{
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decltype(m_dirty_assets) dirty_assets;
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if (const auto lk = std::unique_lock{m_dirty_mutex, std::try_to_lock})
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std::swap(dirty_assets, m_dirty_assets);
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const auto now = CustomAsset::ClockType::now();
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for (const auto& asset_id : dirty_assets)
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{
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if (const auto it = m_asset_id_to_handle.find(asset_id); it != m_asset_id_to_handle.end())
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{
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const auto asset_handle = it->second;
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AssetData& asset_data = m_asset_handle_to_data[asset_handle];
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asset_data.load_status = AssetData::LoadStatus::PendingReload;
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asset_data.load_request_time = now;
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// Asset was reloaded, clear any errors we might have
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asset_data.has_load_error = false;
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m_pending_assets.InsertAsset(it->second, asset_data.asset.get());
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DEBUG_LOG_FMT(VIDEO, "Dirty asset pending reload: {}", asset_data.asset->GetAssetId());
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}
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}
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}
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void CustomAssetCache::ProcessLoadedAssets()
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{
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const auto load_results = m_asset_loader.TakeLoadResults();
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// Update the ram with the change in memory from the loader
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//
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// Note: Assets with outstanding reload requests will have
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// two copies in memory temporarily (the old data stored in
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// the asset shared_ptr that the resource manager owns, and
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// the new data loaded from the loader in the asset's shared_ptr)
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// This temporary duplication will not be reflected in the
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// resource manager's ram used
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m_ram_used += load_results.change_in_memory;
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for (const auto& [handle, load_successful] : load_results.asset_handles)
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{
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AssetData& asset_data = m_asset_handle_to_data[handle];
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// If we have a reload request that is newer than our loaded time
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// we need to wait for another reload.
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if (asset_data.load_request_time > asset_data.asset->GetLastLoadedTime())
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continue;
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m_pending_assets.RemoveAsset(handle);
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asset_data.load_request_time = {};
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if (!load_successful)
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{
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asset_data.has_load_error = true;
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}
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else
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{
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m_active_assets.InsertAsset(handle, asset_data.asset.get());
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asset_data.load_status = AssetData::LoadStatus::LoadFinished;
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}
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for (const auto& listener : asset_data.listeners)
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{
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if (load_successful)
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listener->NotifyAssetLoadSuccess();
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else
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listener->NotifyAssetLoadFailed();
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}
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}
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}
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void CustomAssetCache::RemoveAssetsUntilBelowMemoryLimit()
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{
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const u64 threshold_ram = m_max_ram_available * 8 / 10;
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if (m_ram_used > threshold_ram)
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{
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INFO_LOG_FMT(VIDEO, "Memory usage over threshold: {}", UICommon::FormatSize(m_ram_used));
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}
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// Clear out least recently used resources until
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// we get safely in our threshold
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while (m_ram_used > threshold_ram && m_active_assets.Size() > 0)
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{
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auto* const asset = m_active_assets.RemoveLowestPriorityAsset();
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AssetData& asset_data = m_asset_handle_to_data[asset->GetHandle()];
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for (const auto& listener : asset_data.listeners)
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{
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listener->AssetUnloaded();
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}
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// Remove the asset's copy
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const std::size_t bytes_unloaded = asset_data.asset->Unload();
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m_ram_used -= bytes_unloaded;
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asset_data.load_status = AssetData::LoadStatus::Unloaded;
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asset_data.load_request_time = {};
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INFO_LOG_FMT(VIDEO, "Unloading asset: {} ({})", asset_data.asset->GetAssetId(),
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UICommon::FormatSize(bytes_unloaded));
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}
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}
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} // namespace VideoCommon
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