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authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-28 17:08:43 -0400
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-28 17:08:43 -0400
commit55d315c644fdf36405daaf71f75942553a267a6e (patch)
tree5c68632583f18db89e15352ee825a8dc73a57e2a /src/video_core/texture_cache/decode_bc.cpp
parent104381f025772909bb0032d58c47aeeab17a6ef6 (diff)
ASTC: re-compress to BC3 except huge arrays, which stay RGBA8 and trimmed
Title 1 has ~700 ASTC 8x8 textures (~280 MB as stored); decoded to RGBA8 they took ~4.5 GB, pushing Eden past the 8 GB of an RTX 4070 Laptop (8.4-9.8 GB in use) and the texture cache into permanent aggressive collection. With astc_recompression=Bc3 (CPU, asynchronous) they fit (4.6-5.6 GB). The two 8192x8192x68 terrain arrays would still not fit as BC3, so ASTC 2D arrays over 1 GiB as RGBA8 always use the GPU decoder with trimmed levels (RGBA8 host image, UNORM/sRGB views), and the decoder pass now exists whenever the GPU lacks native ASTC. Also logs every 600 frames: device memory against the collector thresholds, the largest images, totals by format, and buffer cache totals. Title screen 65-150 s: 10.1 -> 16.0 fps.
Diffstat (limited to 'src/video_core/texture_cache/decode_bc.cpp')
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