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<title>eglantine-cirakg/src/video_core/texture_cache/util.h, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2026-11-01T16:29:56+00:00</updated>
<entry>
<title>texture_cache: back large sparse 2D images by sparse block</title>
<updated>2026-11-01T16:29:56+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-11-01T04:36:38+00:00</published>
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<id>urn:sha1:1c794af56407f324eedad99478388ba0c9cf9ad6</id>
<content type='text'>
Mario Kart World's nine world-sized masks (R8 16384x16384, RG16 and
R16 8192x8192, 170-341 MB each) live in sparse regions the game maps
its own memory into, a few MiB of each. Since a mapped tile counts as
written, the texture cache backed and uploaded each mask in full: about
2.9 GB of device memory, and a whole-mask upload for every tile the
game streamed in.

Such images (single layer, one texel per block, colour, in a sparse
region, 32 MiB or more) are now unbacked SparseTiles images. The
texture cache records the guest ranges written to them; Image::BindTiles
gives the host sparse blocks under those ranges memory, and only those
rectangles are unswizzled, a row of whole GOB blocks at a time, and
uploaded. A new image starts with the tiles the game maps there (nx2:gpu
216 now records them per 64 KiB), or the written blocks where it maps
none. Unmapped tiles keep their blocks and are loaded as zeros.

Checked against the full unswizzle on 400 ordinary game images (row
padding, mip chains, odd sizes): no row differs. Not on AMD drivers,
which cannot sample images with unbound memory.

Mario Kart World title screen, 150 s, against backing the masks whole:
dedicated VRAM 6.6 -&gt; 6.2 GB, shared 1.0 -&gt; 0.3 GB, peak 8.2 -&gt; 6.9 GB.
</content>
</entry>
<entry>
<title>ASTC: decode and re-compress to BC1/BC3 on the GPU; texture cache budget</title>
<updated>2026-10-29T00:43:01+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-10-29T00:43:01+00:00</published>
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<id>urn:sha1:0d5534a2883329183ae8aa89b3fe1c7b67291ece</id>
<content type='text'>
- accelerate_astc=Gpu with astc_recompression=Bc1/Bc3 now decodes ASTC
  with the GPU decoder into a temporary RGBA8 image (dedicated memory,
  freed once the GPU is past it) and compresses it with a new compute
  shader (bc_encoder.comp: bounding-box endpoints along the colours'
  covariance, inset 1/16, nearest palette entry; BC3 alpha ramp; BC1
  punch-through), then copies the blocks into the image. No CPU decode,
  so streamed textures are ready the frame they are first used instead
  of showing placeholders for seconds; the decode pass no longer waits
  for the GPU on this path.
- The CPU path (CpuAsynchronous) fills a new image with zero blocks
  before its first decode instead of showing stale VRAM, and the
  transcode pool is a quarter of the hardware threads.
- Switch 2 titles: collector thresholds near the device budget, re-read
  every 60 frames from VK_EXT_memory_budget (another game shrank it from
  7.0 to 5.4 GB).
- EDEN_NX2_HIDE_WINDOW=0 now leaves the window visible.
</content>
</entry>
<entry>
<title>Texture cache: stop the churn, the per-frame image leak and garbage textures</title>
<updated>2026-10-28T23:32:48+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-10-28T23:32:48+00:00</published>
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- Unmapped GPU addresses get a stand-in CPU address fixed by the GPU
  address. A fresh one per lookup meant FindImage never found an image
  there again: title 1's bloom chain at 0xf0000-0x15b600 was re-created
  on every use (~5,400 images per 600 frames), filling VRAM.
- ASTC whose blocks carry no alpha (exact endpoint-mode scan reusing the
  decoder's block parsing) is re-compressed to BC1 instead of BC3, half
  the size; about 70% of title 1's ASTC qualifies. Copies between BC1
  and BC3 hosts are skipped (their guest data is uploaded instead).
  EDEN_NX2_ASTC_BC1=0 turns it off.
- Deleting an image cancels every decode still queued for it. An image
  re-decoded mid-decode has two; the first to finish cleared IsDecoding,
  the second was not cancelled and was uploaded into the next image to
  take the slot: garbage textures (the title logo, road patches) and a
  staging overrun when that image was smaller.
- Diagnostics: images created and deleted per 600 frames by shape,
  collector deletions, async decodes, BC1/BC3 split; collector
  thresholds overridable (EDEN_NX2_TC_EXPECTED_MIB/CRITICAL_MIB); GPU
  ASTC decode wait timing (EDEN_NX2_ASTC_FLUSH=1 submits without it).

Title 1 attract loop: device memory 4.8-5.1 GB instead of 5.9-6.1 GB, no
decoded textures evicted, ~17 -&gt; 22-23 fps.
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</entry>
<entry>
<title>[*] Remove Fix{Static,Small}VectorADL workaround for GCC 12 (#4386)</title>
<updated>2026-10-12T20:21:17+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-10-12T20:21:17+00:00</published>
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<id>urn:sha1:4dc69c06f764a235bccd01afbfc765d9ddbebc9f</id>
<content type='text'>
1. We demand at least, minimum, gcc 14
2. Debian stable boost uses a newer version https://packages.debian.org/trixie/libboost-all-dev, so fix isn't longer required

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4386
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: crueter &lt;crueter@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[compat] Debian stable gcc12/clang14 compilation fixes (#2763)</title>
<updated>2025-10-17T23:54:43+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2025-10-17T23:54:43+00:00</published>
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<id>urn:sha1:f55e560ac5f3724d869963addbc823366059b5f8</id>
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Mainly because - while we can just give out an AppImage and call it a day - building natively should be an option for all major distros.
And "base" stable debian doesn't provide a new enough g++/clang++ so... we need to make some "fixups".

Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2763
Reviewed-by: crueter &lt;crueter@eden-emu.dev&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Co-authored-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-committed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>Use spans over guest memory where possible instead of copying data.</title>
<updated>2023-07-02T22:09:48+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2023-05-28T23:35:51+00:00</published>
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</content>
</entry>
<entry>
<title>Remove memory allocations in some hot paths</title>
<updated>2023-06-22T07:05:10+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2023-05-23T13:45:54+00:00</published>
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</content>
</entry>
<entry>
<title>Engines: Implement Accelerate DMA Texture.</title>
<updated>2023-03-05T11:18:00+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2022-03-27T03:05:57+00:00</published>
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</entry>
<entry>
<title>texture_cache: Use Common::ScratchBuffer for swizzle buffers</title>
<updated>2022-12-25T20:47:41+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2022-12-25T20:47:41+00:00</published>
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<entry>
<title>texture_cache: Use pre-allocated buffer for texture downloads</title>
<updated>2022-12-25T20:38:36+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2022-12-22T22:01:39+00:00</published>
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