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| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-29 00:45:20 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-29 00:45:20 -0400 |
| commit | d56a30137df183de548ac49151ddeeecc1ab0f16 (patch) | |
| tree | bf9179b177db21486138c333e4e500bebe391167 /src/video_core/texture_cache/texture_cache.h | |
| parent | 322a5afce3d6c5fbcf16ed9a8914805087b33a55 (diff) | |
nx2: memo for compute macros; one lock per inline upload; cheaper shader invalidation
- Compute engine macros replay repeated calls like 3D ones (title 1's
compute macro path fell from ~27% to ~14% of the GPU thread).
- AccelerateInlineToMemory takes the buffer and texture cache mutexes
together instead of one after the other.
- ShaderCache::InvalidatePagesInRegion looks at the rejected programs
only when the write can reach one (bounds kept as they are added);
it ran a locked scan for every inline upload and pre-draw
invalidation.
Inline uploads went from ~10% to ~4% of the GPU thread.
Diffstat (limited to 'src/video_core/texture_cache/texture_cache.h')
0 files changed, 0 insertions, 0 deletions
