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Diffstat (limited to 'Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp')
-rw-r--r--Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp108
1 files changed, 0 insertions, 108 deletions
diff --git a/Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp b/Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp
deleted file mode 100644
index e70faa8359..0000000000
--- a/Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp
+++ /dev/null
@@ -1,108 +0,0 @@
-// Copyright 2023 Dolphin Emulator Project
-// SPDX-License-Identifier: GPL-2.0-or-later
-
-#include "VideoCommon/Assets/CustomAssetLoader.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<CustomAsset> asset) {
- if (auto ptr = asset.lock())
- {
- if (m_memory_exceeded)
- return;
-
- if (ptr->Load())
- {
- std::lock_guard lk(m_asset_load_lock);
- const std::size_t asset_memory_size = ptr->GetByteSizeInMemory();
- m_total_bytes_loaded += asset_memory_size;
- m_assets_to_monitor.try_emplace(ptr->GetAssetId(), ptr);
- if (m_total_bytes_loaded > m_max_memory_available)
- {
- ERROR_LOG_FMT(VIDEO,
- "Asset memory exceeded with asset '{}', future assets won't load until "
- "memory is available.",
- ptr->GetAssetId());
- m_memory_exceeded = true;
- }
- }
- }
- });
-}
-
-void CustomAssetLoader::Shutdown()
-{
- m_asset_load_thread.StopAndCancel();
-
- m_asset_monitor_thread_shutdown.Set();
- m_asset_monitor_thread.join();
- m_assets_to_monitor.clear();
- m_total_bytes_loaded = 0;
-}
-
-std::shared_ptr<GameTextureAsset>
-CustomAssetLoader::LoadGameTexture(const CustomAssetLibrary::AssetID& asset_id,
- std::shared_ptr<CustomAssetLibrary> library)
-{
- return LoadOrCreateAsset<GameTextureAsset>(asset_id, m_game_textures, std::move(library));
-}
-
-std::shared_ptr<PixelShaderAsset>
-CustomAssetLoader::LoadPixelShader(const CustomAssetLibrary::AssetID& asset_id,
- std::shared_ptr<CustomAssetLibrary> library)
-{
- return LoadOrCreateAsset<PixelShaderAsset>(asset_id, m_pixel_shaders, std::move(library));
-}
-
-std::shared_ptr<MaterialAsset>
-CustomAssetLoader::LoadMaterial(const CustomAssetLibrary::AssetID& asset_id,
- std::shared_ptr<CustomAssetLibrary> library)
-{
- return LoadOrCreateAsset<MaterialAsset>(asset_id, m_materials, std::move(library));
-}
-
-std::shared_ptr<MeshAsset> CustomAssetLoader::LoadMesh(const CustomAssetLibrary::AssetID& asset_id,
- std::shared_ptr<CustomAssetLibrary> library)
-{
- return LoadOrCreateAsset<MeshAsset>(asset_id, m_meshes, std::move(library));
-}
-} // namespace VideoCommon