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| author | iwubcode <iwubcode@users.noreply.github.com> | 2023-06-02 23:57:32 -0500 |
|---|---|---|
| committer | iwubcode <iwubcode@users.noreply.github.com> | 2023-06-03 00:13:06 -0500 |
| commit | 58d383b30b65e0e23f85e6a3a1bc5670966575eb (patch) | |
| tree | 73c44ea37bcc5becd5fbc7545659b6266a0b48de /Source/Core/VideoCommon/Assets/TextureAsset.cpp | |
| parent | d03e09c8fd911d1b4e66184ceedbeca989b75a0c (diff) | |
VideoCommon: prevent potential data issue when reloading Asset data that could happen due to the asset loading thread reloading data while another thread is working with it
Diffstat (limited to 'Source/Core/VideoCommon/Assets/TextureAsset.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Assets/TextureAsset.cpp | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/Source/Core/VideoCommon/Assets/TextureAsset.cpp b/Source/Core/VideoCommon/Assets/TextureAsset.cpp index fd27ee80b6..21f897fc19 100644 --- a/Source/Core/VideoCommon/Assets/TextureAsset.cpp +++ b/Source/Core/VideoCommon/Assets/TextureAsset.cpp @@ -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( |
