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authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-28 20:43:01 -0400
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-28 20:43:01 -0400
commit0d5534a2883329183ae8aa89b3fe1c7b67291ece (patch)
treeaabad4260f301a8a52af16e15e7fb76a700d642f /src/video_core/texture_cache/formatter.cpp
parente4deef6ba4ea76aac997ed3102f8e9801fd170b9 (diff)
ASTC: decode and re-compress to BC1/BC3 on the GPU; texture cache budget
- 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.
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