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https://github.com/dolphin-emu/dolphin.git
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230 lines
7.2 KiB
C++
230 lines
7.2 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/CustomResourceManager.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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#include "VideoCommon/Assets/TextureAsset.h"
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#include "VideoCommon/VideoEvents.h"
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namespace VideoCommon
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{
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void CustomResourceManager::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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m_xfb_event =
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AfterFrameEvent::Register([this](Core::System&) { XFBTriggered(); }, "CustomResourceManager");
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}
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void CustomResourceManager::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 CustomResourceManager::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_texture_data_asset_cache.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 CustomResourceManager::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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CustomResourceManager::TextureTimePair CustomResourceManager::GetTextureDataFromAsset(
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const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
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{
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auto& resource = m_texture_data_asset_cache[asset_id];
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if (resource.asset_data != nullptr &&
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resource.asset_data->load_status == AssetData::LoadStatus::ResourceDataAvailable)
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{
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m_active_assets.MakeAssetHighestPriority(resource.asset->GetHandle(), resource.asset);
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return {resource.texture_data, resource.asset->GetLastLoadedTime()};
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}
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// If there is an error, don't try and load again until the error is fixed
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if (resource.asset_data != nullptr && resource.asset_data->has_load_error)
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return {};
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LoadTextureDataAsset(asset_id, std::move(library), &resource);
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m_active_assets.MakeAssetHighestPriority(resource.asset->GetHandle(), resource.asset);
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return {};
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}
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void CustomResourceManager::LoadTextureDataAsset(
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const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library, InternalTextureDataResource* resource)
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{
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if (!resource->asset)
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{
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resource->asset =
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CreateAsset<TextureAsset>(asset_id, AssetData::AssetType::TextureData, std::move(library));
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resource->asset_data = &m_asset_handle_to_data[resource->asset->GetHandle()];
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}
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auto texture_data = resource->asset->GetData();
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if (!texture_data || resource->asset_data->load_status == AssetData::LoadStatus::PendingReload)
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{
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// Tell the system we are still interested in loading this asset
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const auto asset_handle = resource->asset->GetHandle();
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m_pending_assets.MakeAssetHighestPriority(asset_handle,
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m_asset_handle_to_data[asset_handle].asset.get());
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}
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else if (resource->asset_data->load_status == AssetData::LoadStatus::LoadFinished)
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{
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resource->texture_data = std::move(texture_data);
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resource->asset_data->load_status = AssetData::LoadStatus::ResourceDataAvailable;
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}
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}
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void CustomResourceManager::XFBTriggered()
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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 CustomResourceManager::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 CustomResourceManager::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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}
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}
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void CustomResourceManager::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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// Remove the resource manager's cached entry with its asset data
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if (asset_data.type == AssetData::AssetType::TextureData)
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{
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m_texture_data_asset_cache.erase(asset->GetAssetId());
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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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