Add engine fatal error types handling
Add general out-of-memory handling Add safety memory buffer for crash or out of memory handling Refactor Globals exit/error state to be in Engine class
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@@ -5,7 +5,7 @@
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#include "Engine/Core/Log.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Engine/Globals.h"
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#include "Engine/Engine/Engine.h"
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#define GPU_TASKS_USE_DEDICATED_CONTEXT 0
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@@ -37,7 +37,7 @@ GPUTasksContext::~GPUTasksContext()
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auto task = tasks[i];
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if (task->GetSyncPoint() <= _currentSyncPoint && task->GetState() != TaskState::Finished)
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{
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if (!Globals::IsRequestingExit)
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if (!Engine::IsRequestingExit)
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LOG(Warning, "{0} has been canceled before a sync", task->ToString());
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task->CancelSync();
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}
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@@ -62,7 +62,7 @@ void GPUTasksContext::OnCancelSync(GPUTask* task)
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_tasksDone.Remove(task);
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if (!Globals::IsRequestingExit)
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if (!Engine::IsRequestingExit)
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LOG(Warning, "{0} has been canceled before a sync", task->ToString());
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}
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