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authorDuck <350528965+Duck912@users.noreply.github.com>2026-11-03 02:47:54 -0500
committerGitHub <noreply@github.com>2026-11-03 08:47:54 +0100
commita667551cdf6e9044e43e1d0c37320c3ec82a1213 (patch)
treee9575ab1653eed1d046f2868a5509b5f4178fb10 /src/video_core/texture_cache/surface_params.cpp
parent881a47751455debec3b9ea7596aa0a1b207f0571 (diff)
video_core: cut per-draw work on the GPU back thread in crowded scenes (#374)
* video_core: demote the texture cache's per-draw debug logs to trace The invalid sampler and image view index messages fire for unused binding slots on every draw. Filtered LOG_DEBUG messages still cost a call and argument packing: in a Fire Emblem: Fortune's Weave city scene (about 2,100 draws per frame) they were 3.1% of the GPUBack thread's samples. LOG_TRACE compiles them out of release builds. Assisted-by: Claude Opus 5.5 (profiling, porting and drafting) Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com> * texture_cache: read a descriptor with one page lookup DescriptorTable::Read runs for every texture and sampler of every draw, and it read each 32-byte TIC/TSC entry through the generic ReadBlockUnsafe page walk. In a Fire Emblem: Fortune's Weave city scene (about 2,100 draws per frame) that was 5.0% of the GPUBack thread's samples. An entry within one page is contiguous in host memory, so it is now a single page lookup and memcpy. Entries that cross a page and pages without host memory still take the block read, so unmapped and unbacked entries still read as zero. The same change in another Eden-based build cut these reads from 6.4% to 0.4% of its GPU thread. Assisted-by: Claude Opus 5.5 (profiling, porting and drafting) Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com> --------- Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com>
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