mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r25061) -Fix: When allocation of the sprite cache fails, try to allocate less memory and display an error message later on.
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@ -1602,6 +1602,8 @@ STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM :{WHITE}... save
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STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND :{WHITE}... ignoring Base Graphics set '{RAW_STRING}': not found
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STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND :{WHITE}... ignoring Base Sounds set '{RAW_STRING}': not found
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STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND :{WHITE}... ignoring Base Music set '{RAW_STRING}': not found
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STR_CONFIG_ERROR_OUT_OF_MEMORY :{WHITE}Out of memory
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STR_CONFIG_ERROR_SPRITECACHE_TOO_BIG :{WHITE}Allocating {BYTES} of spritecache failed. The spritecache was reduced to {BYTES}. This will reduce the performance of OpenTTD. To reduce memory requirements you can try to disable 32bpp graphics and/or zoom-in levels
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# Intro window
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STR_INTRO_CAPTION :{WHITE}OpenTTD {REV}
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@ -13,6 +13,7 @@
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#include "fileio_func.h"
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#include "spriteloader/grf.hpp"
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#include "gfx_func.h"
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#include "error.h"
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#include "zoom_func.h"
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#include "settings_type.h"
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#include "blitter/factory.hpp"
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@ -20,6 +21,7 @@
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#include "core/mem_func.hpp"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "table/palette_convert.h"
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/* Default of 4MB spritecache */
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@ -847,10 +849,43 @@ static void GfxInitSpriteCache()
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int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
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uint target_size = (bpp > 0 ? _sprite_cache_size * bpp / 8 : 1) * 1024 * 1024;
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if (_spritecache_ptr == NULL || _allocated_sprite_cache_size != target_size) {
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free(_spritecache_ptr);
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/* Remember 'target_size' from the previous allocation attempt, so we do not try to reach the target_size multiple times in case of failure. */
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static uint last_alloc_attempt = 0;
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if (_spritecache_ptr == NULL || (_allocated_sprite_cache_size != target_size && target_size != last_alloc_attempt)) {
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delete[] reinterpret_cast<byte *>(_spritecache_ptr);
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last_alloc_attempt = target_size;
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_allocated_sprite_cache_size = target_size;
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_spritecache_ptr = (MemBlock*)MallocT<byte>(_allocated_sprite_cache_size);
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do {
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try {
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/* Try to allocate 50% more to make sure we do not allocate almost all available. */
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_spritecache_ptr = reinterpret_cast<MemBlock *>(new byte[_allocated_sprite_cache_size + _allocated_sprite_cache_size / 2]);
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} catch (std::bad_alloc &oom) {
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_spritecache_ptr = NULL;
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}
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if (_spritecache_ptr != NULL) {
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/* Allocation succeeded, but we wanted less. */
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delete[] reinterpret_cast<byte *>(_spritecache_ptr);
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_spritecache_ptr = reinterpret_cast<MemBlock *>(new byte[_allocated_sprite_cache_size]);
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} else if (_allocated_sprite_cache_size < 2 * 1024 * 1024) {
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usererror("Cannot allocate spritecache");
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} else {
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/* Try again to allocate half. */
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_allocated_sprite_cache_size >>= 1;
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}
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} while (_spritecache_ptr == NULL);
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if (_allocated_sprite_cache_size != target_size) {
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DEBUG(misc, 0, "Not enough memory to allocate %d MiB of spritecache. Spritecache was reduced to %d MiB.", target_size / 1024 / 1024, _allocated_sprite_cache_size / 1024 / 1024);
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ErrorMessageData msg(STR_CONFIG_ERROR_OUT_OF_MEMORY, STR_CONFIG_ERROR_SPRITECACHE_TOO_BIG);
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msg.SetDParam(0, target_size);
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msg.SetDParam(1, _allocated_sprite_cache_size);
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ScheduleErrorMessage(msg);
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}
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}
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/* A big free block */
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