world loading memory pressure detector

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
This commit is contained in:
Pavel Okhlopkov 2026-04-06 21:05:20 +03:00
parent 4b9b3026f4
commit 312994be83
4 changed files with 42 additions and 1 deletions

View file

@ -34,10 +34,17 @@ public:
size_t getRecommendedCacheBudget() const;
/**
* Check if system is under memory pressure
* Check if system is under memory pressure (< 10% RAM available)
*/
bool isMemoryPressure() const;
/**
* Check if system is under severe memory pressure (< 15% RAM available).
* At this level, background loading should pause entirely until memory
* is freed continuing to allocate risks OOM-killing other applications.
*/
bool isSevereMemoryPressure() const;
private:
MemoryMonitor() = default;
size_t totalRAM_ = 0;

View file

@ -366,6 +366,11 @@ private:
std::condition_variable queueCV;
std::deque<TileCoord> loadQueue;
std::queue<std::shared_ptr<PendingTile>> readyQueue;
// Maximum number of prepared-but-not-finalized tiles in readyQueue.
// Each prepared tile can hold 100500 MB of decoded textures in RAM.
// Workers sleep when this limit is reached, letting the main thread
// finalize (GPU-upload + free) before more tiles are prepared.
static constexpr size_t maxReadyQueueSize_ = 3;
// In-RAM tile cache (LRU) to avoid re-reading from disk
struct CachedTile {