summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/Assets/CustomResourceManager.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Source/Core/VideoCommon/Assets/CustomResourceManager.cpp')
-rw-r--r--Source/Core/VideoCommon/Assets/CustomResourceManager.cpp229
1 files changed, 229 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Assets/CustomResourceManager.cpp b/Source/Core/VideoCommon/Assets/CustomResourceManager.cpp
new file mode 100644
index 0000000000..f2af4ccbea
--- /dev/null
+++ b/Source/Core/VideoCommon/Assets/CustomResourceManager.cpp
@@ -0,0 +1,229 @@
+// Copyright 2025 Dolphin Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "VideoCommon/Assets/CustomResourceManager.h"
+
+#include "Common/Logging/Log.h"
+#include "Common/MemoryUtil.h"
+
+#include "UICommon/UICommon.h"
+
+#include "VideoCommon/Assets/CustomAsset.h"
+#include "VideoCommon/Assets/TextureAsset.h"
+#include "VideoCommon/VideoEvents.h"
+
+namespace VideoCommon
+{
+void CustomResourceManager::Initialize()
+{
+ // Use half of available system memory but leave at least 2GiB unused for system stability.
+ constexpr size_t must_keep_unused = 2 * size_t(1024 * 1024 * 1024);
+
+ const size_t sys_mem = Common::MemPhysical();
+ const size_t keep_unused_mem = std::max(sys_mem / 2, std::min(sys_mem, must_keep_unused));
+
+ m_max_ram_available = sys_mem - keep_unused_mem;
+
+ if (m_max_ram_available == 0)
+ ERROR_LOG_FMT(VIDEO, "Not enough system memory for custom resources.");
+
+ m_asset_loader.Initialize();
+
+ m_xfb_event =
+ AfterFrameEvent::Register([this](Core::System&) { XFBTriggered(); }, "CustomResourceManager");
+}
+
+void CustomResourceManager::Shutdown()
+{
+ Reset();
+
+ m_asset_loader.Shutdown();
+}
+
+void CustomResourceManager::Reset()
+{
+ m_asset_loader.Reset(true);
+
+ m_active_assets = {};
+ m_pending_assets = {};
+ m_asset_handle_to_data.clear();
+ m_asset_id_to_handle.clear();
+ m_texture_data_asset_cache.clear();
+ m_dirty_assets.clear();
+ m_ram_used = 0;
+}
+
+void CustomResourceManager::MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id)
+{
+ std::lock_guard guard(m_dirty_mutex);
+ m_dirty_assets.insert(asset_id);
+}
+
+CustomResourceManager::TextureTimePair CustomResourceManager::GetTextureDataFromAsset(
+ const CustomAssetLibrary::AssetID& asset_id,
+ std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
+{
+ auto& resource = m_texture_data_asset_cache[asset_id];
+ if (resource.asset_data != nullptr &&
+ resource.asset_data->load_status == AssetData::LoadStatus::ResourceDataAvailable)
+ {
+ m_active_assets.MakeAssetHighestPriority(resource.asset->GetHandle(), resource.asset);
+ return {resource.texture_data, resource.asset->GetLastLoadedTime()};
+ }
+
+ // If there is an error, don't try and load again until the error is fixed
+ if (resource.asset_data != nullptr && resource.asset_data->has_load_error)
+ return {};
+
+ LoadTextureDataAsset(asset_id, std::move(library), &resource);
+ m_active_assets.MakeAssetHighestPriority(resource.asset->GetHandle(), resource.asset);
+
+ return {};
+}
+
+void CustomResourceManager::LoadTextureDataAsset(
+ const CustomAssetLibrary::AssetID& asset_id,
+ std::shared_ptr<VideoCommon::CustomAssetLibrary> library, InternalTextureDataResource* resource)
+{
+ if (!resource->asset)
+ {
+ resource->asset =
+ CreateAsset<TextureAsset>(asset_id, AssetData::AssetType::TextureData, std::move(library));
+ resource->asset_data = &m_asset_handle_to_data[resource->asset->GetHandle()];
+ }
+
+ auto texture_data = resource->asset->GetData();
+ if (!texture_data || resource->asset_data->load_status == AssetData::LoadStatus::PendingReload)
+ {
+ // Tell the system we are still interested in loading this asset
+ const auto asset_handle = resource->asset->GetHandle();
+ m_pending_assets.MakeAssetHighestPriority(asset_handle,
+ m_asset_handle_to_data[asset_handle].asset.get());
+ }
+ else if (resource->asset_data->load_status == AssetData::LoadStatus::LoadFinished)
+ {
+ resource->texture_data = std::move(texture_data);
+ resource->asset_data->load_status = AssetData::LoadStatus::ResourceDataAvailable;
+ }
+}
+
+void CustomResourceManager::XFBTriggered()
+{
+ ProcessDirtyAssets();
+ ProcessLoadedAssets();
+
+ if (m_ram_used > m_max_ram_available)
+ {
+ RemoveAssetsUntilBelowMemoryLimit();
+ }
+
+ if (m_pending_assets.IsEmpty())
+ return;
+
+ if (m_ram_used > m_max_ram_available)
+ return;
+
+ const u64 allowed_memory = m_max_ram_available - m_ram_used;
+ m_asset_loader.ScheduleAssetsToLoad(m_pending_assets.Elements(), allowed_memory);
+}
+
+void CustomResourceManager::ProcessDirtyAssets()
+{
+ decltype(m_dirty_assets) dirty_assets;
+
+ if (const auto lk = std::unique_lock{m_dirty_mutex, std::try_to_lock})
+ std::swap(dirty_assets, m_dirty_assets);
+
+ const auto now = CustomAsset::ClockType::now();
+ for (const auto& asset_id : dirty_assets)
+ {
+ if (const auto it = m_asset_id_to_handle.find(asset_id); it != m_asset_id_to_handle.end())
+ {
+ const auto asset_handle = it->second;
+ AssetData& asset_data = m_asset_handle_to_data[asset_handle];
+ asset_data.load_status = AssetData::LoadStatus::PendingReload;
+ asset_data.load_request_time = now;
+
+ // Asset was reloaded, clear any errors we might have
+ asset_data.has_load_error = false;
+
+ m_pending_assets.InsertAsset(it->second, asset_data.asset.get());
+
+ DEBUG_LOG_FMT(VIDEO, "Dirty asset pending reload: {}", asset_data.asset->GetAssetId());
+ }
+ }
+}
+
+void CustomResourceManager::ProcessLoadedAssets()
+{
+ const auto load_results = m_asset_loader.TakeLoadResults();
+
+ // Update the ram with the change in memory from the loader
+ //
+ // Note: Assets with outstanding reload requests will have
+ // two copies in memory temporarily (the old data stored in
+ // the asset shared_ptr that the resource manager owns, and
+ // the new data loaded from the loader in the asset's shared_ptr)
+ // This temporary duplication will not be reflected in the
+ // resource manager's ram used
+ m_ram_used += load_results.change_in_memory;
+
+ for (const auto& [handle, load_successful] : load_results.asset_handles)
+ {
+ AssetData& asset_data = m_asset_handle_to_data[handle];
+
+ // If we have a reload request that is newer than our loaded time
+ // we need to wait for another reload.
+ if (asset_data.load_request_time > asset_data.asset->GetLastLoadedTime())
+ continue;
+
+ m_pending_assets.RemoveAsset(handle);
+
+ asset_data.load_request_time = {};
+ if (!load_successful)
+ {
+ asset_data.has_load_error = true;
+ }
+ else
+ {
+ m_active_assets.InsertAsset(handle, asset_data.asset.get());
+ asset_data.load_status = AssetData::LoadStatus::LoadFinished;
+ }
+ }
+}
+
+void CustomResourceManager::RemoveAssetsUntilBelowMemoryLimit()
+{
+ const u64 threshold_ram = m_max_ram_available * 8 / 10;
+
+ if (m_ram_used > threshold_ram)
+ {
+ INFO_LOG_FMT(VIDEO, "Memory usage over threshold: {}", UICommon::FormatSize(m_ram_used));
+ }
+
+ // Clear out least recently used resources until
+ // we get safely in our threshold
+ while (m_ram_used > threshold_ram && m_active_assets.Size() > 0)
+ {
+ auto* const asset = m_active_assets.RemoveLowestPriorityAsset();
+
+ AssetData& asset_data = m_asset_handle_to_data[asset->GetHandle()];
+
+ // Remove the resource manager's cached entry with its asset data
+ if (asset_data.type == AssetData::AssetType::TextureData)
+ {
+ m_texture_data_asset_cache.erase(asset->GetAssetId());
+ }
+ // Remove the asset's copy
+ const std::size_t bytes_unloaded = asset_data.asset->Unload();
+ m_ram_used -= bytes_unloaded;
+
+ asset_data.load_status = AssetData::LoadStatus::Unloaded;
+ asset_data.load_request_time = {};
+
+ INFO_LOG_FMT(VIDEO, "Unloading asset: {} ({})", asset_data.asset->GetAssetId(),
+ UICommon::FormatSize(bytes_unloaded));
+ }
+}
+
+} // namespace VideoCommon