(svn r25061) -Fix: When allocation of the sprite cache fails, try to allocate less memory and display an error message later on.

This commit is contained in:
frosch 2013-03-03 13:00:06 +00:00
parent 3fe8ac8e64
commit d3c0e1d340
2 changed files with 40 additions and 3 deletions

View File

@ -1602,6 +1602,8 @@ STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM :{WHITE}... save
STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND :{WHITE}... ignoring Base Graphics set '{RAW_STRING}': not found
STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND :{WHITE}... ignoring Base Sounds set '{RAW_STRING}': not found
STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND :{WHITE}... ignoring Base Music set '{RAW_STRING}': not found
STR_CONFIG_ERROR_OUT_OF_MEMORY :{WHITE}Out of memory
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
# Intro window
STR_INTRO_CAPTION :{WHITE}OpenTTD {REV}

View File

@ -13,6 +13,7 @@
#include "fileio_func.h"
#include "spriteloader/grf.hpp"
#include "gfx_func.h"
#include "error.h"
#include "zoom_func.h"
#include "settings_type.h"
#include "blitter/factory.hpp"
@ -20,6 +21,7 @@
#include "core/mem_func.hpp"
#include "table/sprites.h"
#include "table/strings.h"
#include "table/palette_convert.h"
/* Default of 4MB spritecache */
@ -847,10 +849,43 @@ static void GfxInitSpriteCache()
int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
uint target_size = (bpp > 0 ? _sprite_cache_size * bpp / 8 : 1) * 1024 * 1024;
if (_spritecache_ptr == NULL || _allocated_sprite_cache_size != target_size) {
free(_spritecache_ptr);
/* Remember 'target_size' from the previous allocation attempt, so we do not try to reach the target_size multiple times in case of failure. */
static uint last_alloc_attempt = 0;
if (_spritecache_ptr == NULL || (_allocated_sprite_cache_size != target_size && target_size != last_alloc_attempt)) {
delete[] reinterpret_cast<byte *>(_spritecache_ptr);
last_alloc_attempt = target_size;
_allocated_sprite_cache_size = target_size;
_spritecache_ptr = (MemBlock*)MallocT<byte>(_allocated_sprite_cache_size);
do {
try {
/* Try to allocate 50% more to make sure we do not allocate almost all available. */
_spritecache_ptr = reinterpret_cast<MemBlock *>(new byte[_allocated_sprite_cache_size + _allocated_sprite_cache_size / 2]);
} catch (std::bad_alloc &oom) {
_spritecache_ptr = NULL;
}
if (_spritecache_ptr != NULL) {
/* Allocation succeeded, but we wanted less. */
delete[] reinterpret_cast<byte *>(_spritecache_ptr);
_spritecache_ptr = reinterpret_cast<MemBlock *>(new byte[_allocated_sprite_cache_size]);
} else if (_allocated_sprite_cache_size < 2 * 1024 * 1024) {
usererror("Cannot allocate spritecache");
} else {
/* Try again to allocate half. */
_allocated_sprite_cache_size >>= 1;
}
} while (_spritecache_ptr == NULL);
if (_allocated_sprite_cache_size != target_size) {
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);
ErrorMessageData msg(STR_CONFIG_ERROR_OUT_OF_MEMORY, STR_CONFIG_ERROR_SPRITECACHE_TOO_BIG);
msg.SetDParam(0, target_size);
msg.SetDParam(1, _allocated_sprite_cache_size);
ScheduleErrorMessage(msg);
}
}
/* A big free block */