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
This commit is contained in:
Wojtek Figat
2025-01-24 20:07:12 +01:00
parent fa2f2e3104
commit cf40facefe
20 changed files with 166 additions and 159 deletions

View File

@@ -5,7 +5,7 @@
#include "Engine/Core/Log.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Engine/Globals.h"
#include "Engine/Engine/Engine.h"
#define GPU_TASKS_USE_DEDICATED_CONTEXT 0
@@ -37,7 +37,7 @@ GPUTasksContext::~GPUTasksContext()
auto task = tasks[i];
if (task->GetSyncPoint() <= _currentSyncPoint && task->GetState() != TaskState::Finished)
{
if (!Globals::IsRequestingExit)
if (!Engine::IsRequestingExit)
LOG(Warning, "{0} has been canceled before a sync", task->ToString());
task->CancelSync();
}
@@ -62,7 +62,7 @@ void GPUTasksContext::OnCancelSync(GPUTask* task)
_tasksDone.Remove(task);
if (!Globals::IsRequestingExit)
if (!Engine::IsRequestingExit)
LOG(Warning, "{0} has been canceled before a sync", task->ToString());
}