Files
dolphin/Source/Core/VideoCommon/Assets/CustomResourceManager.cpp

230 lines
7.2 KiB
C++

// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Assets/CustomResourceManager.h"
#include "Common/Logging/Log.h"
#include "Common/MemoryUtil.h"
#include "UICommon/UICommon.h"
#include "VideoCommon/Assets/CustomAsset.h"
#include "VideoCommon/Assets/TextureAsset.h"
#include "VideoCommon/VideoEvents.h"
namespace VideoCommon
{
void CustomResourceManager::Initialize()
{
// Use half of available system memory but leave at least 2GiB unused for system stability.
constexpr size_t must_keep_unused = 2 * size_t(1024 * 1024 * 1024);
const size_t sys_mem = Common::MemPhysical();
const size_t keep_unused_mem = std::max(sys_mem / 2, std::min(sys_mem, must_keep_unused));
m_max_ram_available = sys_mem - keep_unused_mem;
if (m_max_ram_available == 0)
ERROR_LOG_FMT(VIDEO, "Not enough system memory for custom resources.");
m_asset_loader.Initialize();
m_xfb_event =
AfterFrameEvent::Register([this](Core::System&) { XFBTriggered(); }, "CustomResourceManager");
}
void CustomResourceManager::Shutdown()
{
Reset();
m_asset_loader.Shutdown();
}
void CustomResourceManager::Reset()
{
m_asset_loader.Reset(true);
m_active_assets = {};
m_pending_assets = {};
m_asset_handle_to_data.clear();
m_asset_id_to_handle.clear();
m_texture_data_asset_cache.clear();
m_dirty_assets.clear();
m_ram_used = 0;
}
void CustomResourceManager::MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id)
{
std::lock_guard guard(m_dirty_mutex);
m_dirty_assets.insert(asset_id);
}
CustomResourceManager::TextureTimePair CustomResourceManager::GetTextureDataFromAsset(
const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
auto& resource = m_texture_data_asset_cache[asset_id];
if (resource.asset_data != nullptr &&
resource.asset_data->load_status == AssetData::LoadStatus::ResourceDataAvailable)
{
m_active_assets.MakeAssetHighestPriority(resource.asset->GetHandle(), resource.asset);
return {resource.texture_data, resource.asset->GetLastLoadedTime()};
}
// If there is an error, don't try and load again until the error is fixed
if (resource.asset_data != nullptr && resource.asset_data->has_load_error)
return {};
LoadTextureDataAsset(asset_id, std::move(library), &resource);
m_active_assets.MakeAssetHighestPriority(resource.asset->GetHandle(), resource.asset);
return {};
}
void CustomResourceManager::LoadTextureDataAsset(
const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library, InternalTextureDataResource* resource)
{
if (!resource->asset)
{
resource->asset =
CreateAsset<TextureAsset>(asset_id, AssetData::AssetType::TextureData, std::move(library));
resource->asset_data = &m_asset_handle_to_data[resource->asset->GetHandle()];
}
auto texture_data = resource->asset->GetData();
if (!texture_data || resource->asset_data->load_status == AssetData::LoadStatus::PendingReload)
{
// Tell the system we are still interested in loading this asset
const auto asset_handle = resource->asset->GetHandle();
m_pending_assets.MakeAssetHighestPriority(asset_handle,
m_asset_handle_to_data[asset_handle].asset.get());
}
else if (resource->asset_data->load_status == AssetData::LoadStatus::LoadFinished)
{
resource->texture_data = std::move(texture_data);
resource->asset_data->load_status = AssetData::LoadStatus::ResourceDataAvailable;
}
}
void CustomResourceManager::XFBTriggered()
{
ProcessDirtyAssets();
ProcessLoadedAssets();
if (m_ram_used > m_max_ram_available)
{
RemoveAssetsUntilBelowMemoryLimit();
}
if (m_pending_assets.IsEmpty())
return;
if (m_ram_used > m_max_ram_available)
return;
const u64 allowed_memory = m_max_ram_available - m_ram_used;
m_asset_loader.ScheduleAssetsToLoad(m_pending_assets.Elements(), allowed_memory);
}
void CustomResourceManager::ProcessDirtyAssets()
{
decltype(m_dirty_assets) dirty_assets;
if (const auto lk = std::unique_lock{m_dirty_mutex, std::try_to_lock})
std::swap(dirty_assets, m_dirty_assets);
const auto now = CustomAsset::ClockType::now();
for (const auto& asset_id : dirty_assets)
{
if (const auto it = m_asset_id_to_handle.find(asset_id); it != m_asset_id_to_handle.end())
{
const auto asset_handle = it->second;
AssetData& asset_data = m_asset_handle_to_data[asset_handle];
asset_data.load_status = AssetData::LoadStatus::PendingReload;
asset_data.load_request_time = now;
// Asset was reloaded, clear any errors we might have
asset_data.has_load_error = false;
m_pending_assets.InsertAsset(it->second, asset_data.asset.get());
DEBUG_LOG_FMT(VIDEO, "Dirty asset pending reload: {}", asset_data.asset->GetAssetId());
}
}
}
void CustomResourceManager::ProcessLoadedAssets()
{
const auto load_results = m_asset_loader.TakeLoadResults();
// Update the ram with the change in memory from the loader
//
// Note: Assets with outstanding reload requests will have
// two copies in memory temporarily (the old data stored in
// the asset shared_ptr that the resource manager owns, and
// the new data loaded from the loader in the asset's shared_ptr)
// This temporary duplication will not be reflected in the
// resource manager's ram used
m_ram_used += load_results.change_in_memory;
for (const auto& [handle, load_successful] : load_results.asset_handles)
{
AssetData& asset_data = m_asset_handle_to_data[handle];
// If we have a reload request that is newer than our loaded time
// we need to wait for another reload.
if (asset_data.load_request_time > asset_data.asset->GetLastLoadedTime())
continue;
m_pending_assets.RemoveAsset(handle);
asset_data.load_request_time = {};
if (!load_successful)
{
asset_data.has_load_error = true;
}
else
{
m_active_assets.InsertAsset(handle, asset_data.asset.get());
asset_data.load_status = AssetData::LoadStatus::LoadFinished;
}
}
}
void CustomResourceManager::RemoveAssetsUntilBelowMemoryLimit()
{
const u64 threshold_ram = m_max_ram_available * 8 / 10;
if (m_ram_used > threshold_ram)
{
INFO_LOG_FMT(VIDEO, "Memory usage over threshold: {}", UICommon::FormatSize(m_ram_used));
}
// Clear out least recently used resources until
// we get safely in our threshold
while (m_ram_used > threshold_ram && m_active_assets.Size() > 0)
{
auto* const asset = m_active_assets.RemoveLowestPriorityAsset();
AssetData& asset_data = m_asset_handle_to_data[asset->GetHandle()];
// Remove the resource manager's cached entry with its asset data
if (asset_data.type == AssetData::AssetType::TextureData)
{
m_texture_data_asset_cache.erase(asset->GetAssetId());
}
// Remove the asset's copy
const std::size_t bytes_unloaded = asset_data.asset->Unload();
m_ram_used -= bytes_unloaded;
asset_data.load_status = AssetData::LoadStatus::Unloaded;
asset_data.load_request_time = {};
INFO_LOG_FMT(VIDEO, "Unloading asset: {} ({})", asset_data.asset->GetAssetId(),
UICommon::FormatSize(bytes_unloaded));
}
}
} // namespace VideoCommon