VideoCommon: add multithreaded asset loader and define a texture asset
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@ -633,8 +633,10 @@
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<ClInclude Include="VideoCommon\AbstractTexture.h" />
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<ClInclude Include="VideoCommon\Assets\CustomAsset.h" />
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<ClInclude Include="VideoCommon\Assets\CustomAssetLibrary.h" />
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<ClInclude Include="VideoCommon\Assets\CustomAssetLoader.h" />
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<ClInclude Include="VideoCommon\Assets\CustomTextureData.h" />
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<ClInclude Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.h" />
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<ClInclude Include="VideoCommon\Assets\TextureAsset.h" />
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<ClInclude Include="VideoCommon\AsyncRequests.h" />
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<ClInclude Include="VideoCommon\AsyncShaderCompiler.h" />
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<ClInclude Include="VideoCommon\BoundingBox.h" />
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@ -1246,8 +1248,10 @@
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<ClCompile Include="VideoCommon\AbstractTexture.cpp" />
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<ClCompile Include="VideoCommon\Assets\CustomAsset.cpp" />
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<ClCompile Include="VideoCommon\Assets\CustomAssetLibrary.cpp" />
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<ClCompile Include="VideoCommon\Assets\CustomAssetLoader.cpp" />
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<ClCompile Include="VideoCommon\Assets\CustomTextureData.cpp" />
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<ClCompile Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.cpp" />
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<ClCompile Include="VideoCommon\Assets\TextureAsset.cpp" />
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<ClCompile Include="VideoCommon\AsyncRequests.cpp" />
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<ClCompile Include="VideoCommon\AsyncShaderCompiler.cpp" />
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<ClCompile Include="VideoCommon\BoundingBox.cpp" />
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/Assets/CustomAssetLoader.h"
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#include "Common/Logging/Log.h"
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#include "Common/MemoryUtil.h"
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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namespace VideoCommon
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{
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void CustomAssetLoader::Init()
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{
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m_asset_monitor_thread_shutdown.Clear();
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const size_t sys_mem = Common::MemPhysical();
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const size_t recommended_min_mem = 2 * size_t(1024 * 1024 * 1024);
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// keep 2GB memory for system stability if system RAM is 4GB+ - use half of memory in other cases
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m_max_memory_available =
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(sys_mem / 2 < recommended_min_mem) ? (sys_mem / 2) : (sys_mem - recommended_min_mem);
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m_asset_monitor_thread = std::thread([this]() {
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Common::SetCurrentThreadName("Asset monitor");
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while (true)
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{
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if (m_asset_monitor_thread_shutdown.IsSet())
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{
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break;
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}
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std::this_thread::sleep_for(TIME_BETWEEN_ASSET_MONITOR_CHECKS);
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std::lock_guard lk(m_assets_lock);
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for (auto& [asset_id, asset_to_monitor] : m_assets_to_monitor)
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{
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if (auto ptr = asset_to_monitor.lock())
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{
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const auto write_time = ptr->GetLastWriteTime();
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if (write_time > ptr->GetLastLoadedTime())
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{
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(void)ptr->Load();
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}
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}
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}
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}
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});
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m_asset_load_thread.Reset("Custom Asset Loader", [this](std::weak_ptr<CustomAsset> asset) {
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if (auto ptr = asset.lock())
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{
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if (ptr->Load())
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{
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if (m_max_memory_available >= m_total_bytes_loaded + ptr->GetByteSizeInMemory())
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{
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m_total_bytes_loaded += ptr->GetByteSizeInMemory();
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std::lock_guard lk(m_assets_lock);
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m_assets_to_monitor.try_emplace(ptr->GetAssetId(), ptr);
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}
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else
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{
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ERROR_LOG_FMT(VIDEO, "Failed to load asset {} because there was not enough memory.",
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ptr->GetAssetId());
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}
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}
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}
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});
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}
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void CustomAssetLoader ::Shutdown()
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{
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m_asset_load_thread.Shutdown(true);
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m_asset_monitor_thread_shutdown.Set();
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m_asset_monitor_thread.join();
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m_assets_to_monitor.clear();
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m_total_bytes_loaded = 0;
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}
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std::shared_ptr<RawTextureAsset>
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CustomAssetLoader::LoadTexture(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library)
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{
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return LoadOrCreateAsset<RawTextureAsset>(asset_id, m_textures, std::move(library));
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}
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std::shared_ptr<GameTextureAsset>
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CustomAssetLoader::LoadGameTexture(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library)
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{
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return LoadOrCreateAsset<GameTextureAsset>(asset_id, m_game_textures, std::move(library));
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}
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} // namespace VideoCommon
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@ -0,0 +1,81 @@
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <chrono>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <thread>
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#include "Common/Flag.h"
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#include "Common/WorkQueueThread.h"
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#include "VideoCommon/Assets/CustomAsset.h"
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#include "VideoCommon/Assets/TextureAsset.h"
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namespace VideoCommon
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{
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// This class is responsible for loading data asynchronously when requested
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// and watches that data asynchronously reloading it if it changes
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class CustomAssetLoader
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{
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public:
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CustomAssetLoader() = default;
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~CustomAssetLoader() = default;
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CustomAssetLoader(const CustomAssetLoader&) = delete;
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CustomAssetLoader(CustomAssetLoader&&) = delete;
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CustomAssetLoader& operator=(const CustomAssetLoader&) = delete;
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CustomAssetLoader& operator=(CustomAssetLoader&&) = delete;
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void Init();
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void Shutdown();
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// The following Load* functions will load or create an asset associated
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// with the given asset id
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// Loads happen asynchronously where the data will be set now or in the future
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// Callees are expected to query the underlying data with 'GetData()'
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// from the 'CustomLoadableAsset' class to determine if the data is ready for use
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std::shared_ptr<RawTextureAsset> LoadTexture(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library);
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std::shared_ptr<GameTextureAsset> LoadGameTexture(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library);
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private:
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// TODO C++20: use a 'derived_from' concept against 'CustomAsset' when available
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template <typename AssetType>
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std::shared_ptr<AssetType>
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LoadOrCreateAsset(const CustomAssetLibrary::AssetID& asset_id,
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std::map<CustomAssetLibrary::AssetID, std::weak_ptr<AssetType>>& asset_map,
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std::shared_ptr<CustomAssetLibrary> library)
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{
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auto [it, inserted] = asset_map.try_emplace(asset_id);
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if (!inserted)
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return it->second.lock();
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std::shared_ptr<AssetType> ptr(new AssetType(std::move(library), asset_id), [&](AssetType* a) {
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asset_map.erase(a->GetAssetId());
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m_total_bytes_loaded -= a->GetByteSizeInMemory();
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std::lock_guard lk(m_assets_lock);
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m_assets_to_monitor.erase(a->GetAssetId());
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delete a;
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});
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it->second = ptr;
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m_asset_load_thread.Push(it->second);
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return ptr;
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}
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static constexpr auto TIME_BETWEEN_ASSET_MONITOR_CHECKS = std::chrono::milliseconds{500};
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std::map<CustomAssetLibrary::AssetID, std::weak_ptr<RawTextureAsset>> m_textures;
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std::map<CustomAssetLibrary::AssetID, std::weak_ptr<GameTextureAsset>> m_game_textures;
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std::thread m_asset_monitor_thread;
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Common::Flag m_asset_monitor_thread_shutdown;
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std::size_t m_total_bytes_loaded = 0;
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std::size_t m_max_memory_available = 0;
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std::map<CustomAssetLibrary::AssetID, std::weak_ptr<CustomAsset>> m_assets_to_monitor;
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std::mutex m_assets_lock;
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Common::WorkQueueThread<std::weak_ptr<CustomAsset>> m_asset_load_thread;
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};
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} // namespace VideoCommon
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@ -0,0 +1,77 @@
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/Assets/TextureAsset.h"
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#include "Common/Logging/Log.h"
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namespace VideoCommon
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{
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CustomAssetLibrary::LoadInfo RawTextureAsset::LoadImpl(const CustomAssetLibrary::AssetID& asset_id)
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{
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std::lock_guard lk(m_lock);
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const auto loaded_info = m_owning_library->LoadTexture(asset_id, &m_data);
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if (loaded_info.m_bytes_loaded == 0)
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return {};
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m_loaded = true;
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return loaded_info;
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}
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CustomAssetLibrary::LoadInfo GameTextureAsset::LoadImpl(const CustomAssetLibrary::AssetID& asset_id)
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{
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std::lock_guard lk(m_lock);
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const auto loaded_info = m_owning_library->LoadGameTexture(asset_id, &m_data);
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if (loaded_info.m_bytes_loaded == 0)
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return {};
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m_loaded = true;
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return loaded_info;
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}
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bool GameTextureAsset::Validate(u32 native_width, u32 native_height) const
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{
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std::lock_guard lk(m_lock);
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if (!m_loaded)
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{
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ERROR_LOG_FMT(VIDEO,
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"Game texture can't be validated for asset '{}' because it is not loaded yet.",
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GetAssetId());
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return false;
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}
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if (m_data.m_levels.empty())
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{
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ERROR_LOG_FMT(VIDEO,
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"Game texture can't be validated for asset '{}' because no data was available.",
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GetAssetId());
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return false;
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}
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// Verify that the aspect ratio of the texture hasn't changed, as this could have
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// side-effects.
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const VideoCommon::CustomTextureData::Level& first_mip = m_data.m_levels[0];
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if (first_mip.width * native_height != first_mip.height * native_width)
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{
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ERROR_LOG_FMT(
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VIDEO,
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"Invalid custom texture size {}x{} for game texture asset '{}'. The aspect differs "
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"from the native size {}x{}.",
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first_mip.width, first_mip.height, GetAssetId(), native_width, native_height);
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return false;
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}
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// Same deal if the custom texture isn't a multiple of the native size.
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if (native_width != 0 && native_height != 0 &&
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(first_mip.width % native_width || first_mip.height % native_height))
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{
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ERROR_LOG_FMT(
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VIDEO,
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"Invalid custom texture size {}x{} for game texture asset '{}'. Please use an integer "
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"upscaling factor based on the native size {}x{}.",
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first_mip.width, first_mip.height, GetAssetId(), native_width, native_height);
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return false;
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}
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return true;
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}
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} // namespace VideoCommon
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@ -0,0 +1,32 @@
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "VideoCommon/Assets/CustomAsset.h"
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#include "VideoCommon/Assets/CustomTextureData.h"
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namespace VideoCommon
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{
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class RawTextureAsset final : public CustomLoadableAsset<CustomTextureData>
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{
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public:
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using CustomLoadableAsset::CustomLoadableAsset;
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private:
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CustomAssetLibrary::LoadInfo LoadImpl(const CustomAssetLibrary::AssetID& asset_id) override;
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};
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class GameTextureAsset final : public CustomLoadableAsset<CustomTextureData>
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{
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public:
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using CustomLoadableAsset::CustomLoadableAsset;
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// Validates that the game texture matches the native dimensions provided
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// Callees are expected to call this once the data is loaded
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bool Validate(u32 native_width, u32 native_height) const;
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private:
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CustomAssetLibrary::LoadInfo LoadImpl(const CustomAssetLibrary::AssetID& asset_id) override;
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};
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} // namespace VideoCommon
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@ -12,10 +12,14 @@ add_library(videocommon
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Assets/CustomAsset.h
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Assets/CustomAssetLibrary.cpp
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Assets/CustomAssetLibrary.h
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Assets/CustomAssetLoader.cpp
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Assets/CustomAssetLoader.h
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Assets/CustomTextureData.cpp
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Assets/CustomTextureData.h
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Assets/DirectFilesystemAssetLibrary.cpp
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Assets/DirectFilesystemAssetLibrary.h
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Assets/TextureAsset.cpp
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Assets/TextureAsset.h
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AsyncRequests.cpp
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AsyncRequests.h
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AsyncShaderCompiler.cpp
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