Merge pull request #11880 from iwubcode/race_condition_asset

VideoCommon: prevent potential data issue when reloading Asset data
This commit is contained in:
Admiral H. Curtiss 2023-06-03 12:24:02 +02:00 committed by GitHub
commit 3245786af7
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 14 additions and 6 deletions

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@ -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

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@ -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(