VideoCommon: support resetting custom asset loader

This commit is contained in:
iwubcode 2023-11-03 23:31:39 -05:00
commit 8657d94e33
2 changed files with 21 additions and 1 deletions

View file

@ -30,6 +30,7 @@ void CustomAssetLoader::Init()
std::this_thread::sleep_for(TIME_BETWEEN_ASSET_MONITOR_CHECKS);
std::lock_guard lk(m_asset_load_lock);
std::vector<CustomAssetLibrary::AssetID> dead_asset_ids;
for (auto& [asset_id, asset_to_monitor] : m_assets_to_monitor)
{
if (auto ptr = asset_to_monitor.lock())
@ -40,6 +41,15 @@ void CustomAssetLoader::Init()
(void)ptr->Load();
}
}
else
{
dead_asset_ids.push_back(asset_id);
}
}
for (const auto& dead_asset_id : dead_asset_ids)
{
m_assets_to_monitor.erase(dead_asset_id);
}
}
});

View file

@ -52,6 +52,17 @@ public:
std::shared_ptr<MeshAsset> LoadMesh(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<CustomAssetLibrary> library);
void Reset()
{
std::lock_guard lk(m_asset_load_lock);
m_game_textures.clear();
m_pixel_shaders.clear();
m_materials.clear();
m_meshes.clear();
m_total_bytes_loaded = 0;
m_assets_to_monitor.clear();
}
private:
// TODO C++20: use a 'derived_from' concept against 'CustomAsset' when available
template <typename AssetType>
@ -71,7 +82,6 @@ private:
{
std::lock_guard lk(m_asset_load_lock);
m_total_bytes_loaded -= a->GetByteSizeInMemory();
m_assets_to_monitor.erase(a->GetAssetId());
if (m_max_memory_available >= m_total_bytes_loaded && m_memory_exceeded)
{
INFO_LOG_FMT(VIDEO, "Asset memory went below limit, new assets can begin loading.");