// Copyright 2023 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/Assets/CustomAssetLoader.h" #include "Common/Logging/Log.h" #include "Common/MemoryUtil.h" #include "VideoCommon/Assets/CustomAssetLibrary.h" namespace VideoCommon { void CustomAssetLoader::Init() { m_asset_monitor_thread_shutdown.Clear(); const size_t sys_mem = Common::MemPhysical(); const size_t recommended_min_mem = 2 * size_t(1024 * 1024 * 1024); // keep 2GB memory for system stability if system RAM is 4GB+ - use half of memory in other cases m_max_memory_available = (sys_mem / 2 < recommended_min_mem) ? (sys_mem / 2) : (sys_mem - recommended_min_mem); m_asset_monitor_thread = std::thread([this]() { Common::SetCurrentThreadName("Asset monitor"); while (true) { if (m_asset_monitor_thread_shutdown.IsSet()) { break; } std::this_thread::sleep_for(TIME_BETWEEN_ASSET_MONITOR_CHECKS); std::lock_guard lk(m_asset_load_lock); for (auto& [asset_id, asset_to_monitor] : m_assets_to_monitor) { if (auto ptr = asset_to_monitor.lock()) { const auto write_time = ptr->GetLastWriteTime(); if (write_time > ptr->GetLastLoadedTime()) { (void)ptr->Load(); } } } } }); m_asset_load_thread.Reset("Custom Asset Loader", [this](std::weak_ptr asset) { if (auto ptr = asset.lock()) { if (ptr->Load()) { std::lock_guard lk(m_asset_load_lock); const std::size_t asset_memory_size = ptr->GetByteSizeInMemory(); if (m_max_memory_available >= m_total_bytes_loaded + asset_memory_size) { m_total_bytes_loaded += asset_memory_size; m_assets_to_monitor.try_emplace(ptr->GetAssetId(), ptr); } else { ERROR_LOG_FMT(VIDEO, "Failed to load asset {} because there was not enough memory.", ptr->GetAssetId()); } } } }); } void CustomAssetLoader ::Shutdown() { m_asset_load_thread.Shutdown(true); m_asset_monitor_thread_shutdown.Set(); m_asset_monitor_thread.join(); m_assets_to_monitor.clear(); m_total_bytes_loaded = 0; } std::shared_ptr CustomAssetLoader::LoadTexture(const CustomAssetLibrary::AssetID& asset_id, std::shared_ptr library) { return LoadOrCreateAsset(asset_id, m_textures, std::move(library)); } std::shared_ptr CustomAssetLoader::LoadGameTexture(const CustomAssetLibrary::AssetID& asset_id, std::shared_ptr library) { return LoadOrCreateAsset(asset_id, m_game_textures, std::move(library)); } } // namespace VideoCommon