diff options
| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-28 20:43:01 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-28 20:43:01 -0400 |
| commit | 0d5534a2883329183ae8aa89b3fe1c7b67291ece (patch) | |
| tree | aabad4260f301a8a52af16e15e7fb76a700d642f /src/video_core/textures/workers.cpp | |
| parent | e4deef6ba4ea76aac997ed3102f8e9801fd170b9 (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.
Diffstat (limited to 'src/video_core/textures/workers.cpp')
| -rw-r--r-- | src/video_core/textures/workers.cpp | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/src/video_core/textures/workers.cpp b/src/video_core/textures/workers.cpp index 6922634e30..e3a0f26cf2 100644 --- a/src/video_core/textures/workers.cpp +++ b/src/video_core/textures/workers.cpp @@ -11,14 +11,15 @@ namespace Tegra::Texture { Common::ThreadWorker& GetThreadWorkers() { - // An eighth of the hardware threads (at least 2): with half, re-compressing streamed ASTC - // textures took ~3.5 cores from the emulated CPU cores and the GPU thread on an 8-core - // laptop. EDEN_NX2_TRANSCODE_THREADS=<n> overrides. + // A quarter of the hardware threads (at least 2). Half took ~3.5 cores from the emulated + // CPU cores and the GPU thread on an 8-core laptop when textures were thrashing; with an + // eighth (2) both threads stayed saturated and streamed textures arrived seconds late (shown + // as placeholders), while 4 cost no frame rate. EDEN_NX2_TRANSCODE_THREADS=<n> overrides. static Common::ThreadWorker workers{[] { if (const char* text = std::getenv("EDEN_NX2_TRANSCODE_THREADS")) { return (std::max)(static_cast<u32>(std::strtoul(text, nullptr, 10)), 1U); } - return (std::max)(std::thread::hardware_concurrency() / 8, 2U); + return (std::max)(std::thread::hardware_concurrency() / 4, 2U); }(), "ImageTranscode"}; return workers; } |
