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-rw-r--r--src/lang/english.txt2
-rw-r--r--src/spritecache.cpp41
2 files changed, 40 insertions, 3 deletions
diff --git a/src/lang/english.txt b/src/lang/english.txt
index 81027ccd0..35e449608 100644
--- a/src/lang/english.txt
+++ b/src/lang/english.txt
@@ -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}
diff --git a/src/spritecache.cpp b/src/spritecache.cpp
index 8d6a63ec9..3833d500b 100644
--- a/src/spritecache.cpp
+++ b/src/spritecache.cpp
@@ -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 */