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authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-30 04:39:44 -0400
committerkraibse <33869366+kraibse@users.noreply.github.com>2026-10-30 17:27:04 +0100
commit97ce27ab35153884d2fd05c278433928e429cd91 (patch)
treedd5a6cbd9274931e44860182e91a78cfe1c2e6f7 /src/core/perf_stats.cpp
parent6380b6687ded27892404c576becd78b7161ba68a (diff)
texture_cache: re-decode only the written layers of large ASTC arrays
Any write into an image marked all of it CPU-modified, so each terrain tile Mario Kart World streams into its 8192x8192x68 ASTC arrays re-read and re-decoded the whole 1.45 GB array: a 2 GiB staging buffer and a full GPU wait each time, 15-16 GB of uploads per 600 frames. Large layered images on the accelerated ASTC path (64 MiB and up) now record the layers written since their last upload and stay tracked; a refresh reads and decodes only those layers, one dispatch per layer and level into a single-layer storage view. The texture cache's 600-frame report counts uploads from guest memory, their size and how many went by layer. Upload scratch buffers grown past 64 MiB for one huge image (341 MiB for the terrain layer pools) are freed at the next frame instead of kept for the session. Mario Kart World, 180 s: after loading, uploads drop from 15-16 GB to 0.2-0.5 GB per 600 frames, the largest from 1453 MiB to 2-15 MiB.
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