| Commit message (Collapse) | Author | Age | Files | Lines |
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Any write into an image marked all of it CPU-modified, so each terrain
tile Mario Kart World streams into its 8192x8192x68 ASTC arrays re-read
and re-decoded the whole 1.45 GB array: a 2 GiB staging buffer and a
full GPU wait each time, 15-16 GB of uploads per 600 frames.
Large layered images on the accelerated ASTC path (64 MiB and up) now
record the layers written since their last upload and stay tracked; a
refresh reads and decodes only those layers, one dispatch per layer and
level into a single-layer storage view. The texture cache's 600-frame
report counts uploads from guest memory, their size and how many went by
layer. Upload scratch buffers grown past 64 MiB for one huge image (341
MiB for the terrain layer pools) are freed at the next frame instead of
kept for the session.
Mario Kart World, 180 s: after loading, uploads drop from 15-16 GB to
0.2-0.5 GB per 600 frames, the largest from 1453 MiB to 2-15 MiB.
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polyfill (#4432)
Original `make_unique_for_overwrite.h` is well defined acc. to standard https://en.cppreference.com/cpp/memory/unique_ptr/make_unique, but by now most libc++ supports the function, so no need for polyfill.
Test that this didn't break anything (for example, Megaman game that has video at the start), or anything using VIC/IPC.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4432
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
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Don't compile GLSL/GLASM backends without OpenGL enabled. These codepaths are unused on non-OpenGL platforms.
Fixes other miscellaneous errors that pop up on Clang 23 as well.
Signed-off-by: Lizzie lizzie@eden-emu.dev
Signed-off-by: crueter crueter@eden-emu.dev
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4350
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
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Allows for implicit conversion to std::span<T>.
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already. Use ScratchBuffers in the software blit path.
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resize keeps previous data intact when the buffer grows
resize_destructive destroys the previous data when the buffer grows
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This class creates a default initialized heap allocated buffer for cases where value initializing members during allocation or resize
is redundant.
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