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authorCamilleLaVey <camillelavey@noreply.localhost>2025-06-30 12:57:21 +0000
committerCamilleLaVey <camillelavey@noreply.localhost>2025-06-30 12:57:21 +0000
commitfa600b88b180bc3de4009c1ee771f2cc1a481730 (patch)
treecc28e8f666e0a10df1589b77da1e44bcbced9b0a /src/video_core/texture_cache/texture_cache.h
parent09194cc5c306656eaafac81b3638fcfa700a090d (diff)
revert 91a662431cfe419bd46b6ca4ed298a4ba70d7820 (#240)
revert [Texture_cache] Better memory handling for devices with lower memory allocations (#233) Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable. It also cleans up the recent abi.cpp and bindless texture commits a bit. Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12. Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows) Also patches up ffmpeg issues. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233 Co-authored-by: JPikachu <jpikachu.eden@gmail.com> Co-committed-by: JPikachu <jpikachu.eden@gmail.com> Had showed some regressions on devices with higher specifications, will be refined to return as a toggle in a later commit. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/240
Diffstat (limited to 'src/video_core/texture_cache/texture_cache.h')
-rw-r--r--src/video_core/texture_cache/texture_cache.h3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/video_core/texture_cache/texture_cache.h b/src/video_core/texture_cache/texture_cache.h
index 3178866128..feb1c575eb 100644
--- a/src/video_core/texture_cache/texture_cache.h
+++ b/src/video_core/texture_cache/texture_cache.h
@@ -78,9 +78,6 @@ void TextureCache<P>::RunGarbageCollector() {
size_t num_iterations = 0;
const auto Configure = [&](bool allow_aggressive) {
-#ifdef ANDROID
- high_priority_mode = true;
-#endif
high_priority_mode = total_used_memory >= expected_memory;
aggressive_mode = allow_aggressive && total_used_memory >= critical_memory;
ticks_to_destroy = aggressive_mode ? 10ULL : high_priority_mode ? 25ULL : 50ULL;