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| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-28 05:55:09 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-28 05:55:09 -0400 |
| commit | b8a2e9ef69a6abb44b0047575fcb3ed579533af1 (patch) | |
| tree | a15e6985b505d56b4b09b5ece78abc27941ea5e0 /src/video_core/gpu_thread.cpp | |
| parent | 3b3d243c0d0ace12db1085f0112e9719b868b0f4 (diff) | |
vfs: keep the open-file cache below the CRT limit
The real VFS kept up to 8192 host files open, which is also the most the
Windows C runtime allows (_setmaxstdio(8192)). A game read from a loose RomFS
folder fills that within minutes (title 4: ~7300 handles after 160 s); from
then on every other open failed with "too many files open" - its next scene
pack, its save file, the shader cache - and the game waited forever on the
load. Cap the cache 512 below _getmaxstdio() on Windows.
Diffstat (limited to 'src/video_core/gpu_thread.cpp')
0 files changed, 0 insertions, 0 deletions
