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| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-30 21:14:54 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-31 03:37:13 -0400 |
| commit | 6bc1ef08c29de4f78cd3aa14633568959d281c57 (patch) | |
| tree | b1c90c234c1be968871bccd1c98a37087a74f88e /src/common/sparse_large_vector.cpp | |
| parent | b40ad217ab829226841cb71f6e4c5cb05977a225 (diff) | |
nx2: back GPU-only regions as they are written
nx2:gpu 214 regions without the sparse flag (render targets: six 285 MB
regions in Mario Kart World, six 300 MB in Splatoon Raiders) were backed
in full from the graphics server pool at creation, although the host GPU
renders them and guest memory there is written only by downloads and
copies. Give them a device range and memory per block on the first such
write, like sparse regions. Mario Kart World now backs 20 MB of them in
six minutes instead of ~3 GB, which lets the 8 GiB pool shrink.
EDEN_NX2_GPU_ONLY_LAZY=0 restores full backing.
Diffstat (limited to 'src/common/sparse_large_vector.cpp')
0 files changed, 0 insertions, 0 deletions
