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https://git.eden-emu.dev/eden-emu/eden
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Here we go again
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ddac8c8eb5
commit
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1 changed files with 4 additions and 8 deletions
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@ -129,7 +129,6 @@ void TextureCache<P>::RunGarbageCollector() {
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ticks_to_destroy = aggressive_mode ? 10ULL : high_priority_mode ? 25ULL : 50ULL;
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num_iterations = aggressive_mode ? 40 : (high_priority_mode ? 20 : 10);
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};
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const auto Cleanup = [this, &num_iterations, &high_priority_mode,
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&aggressive_mode](ImageId image_id) {
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if (num_iterations == 0) {
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@ -137,19 +136,16 @@ void TextureCache<P>::RunGarbageCollector() {
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}
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--num_iterations;
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auto& image = slot_images[image_id];
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// Never delete recently allocated sparse textures (within 3 frames)
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const bool is_recently_allocated = image.allocation_tick >= frame_tick - 3;
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if (is_recently_allocated && image.info.is_sparse) {
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return false;
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}
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if (True(image.flags & ImageFlagBits::IsDecoding)) {
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// This image is still being decoded, deleting it will invalidate the slot
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// used by the async decoder thread.
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return false;
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}
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// Prioritize large sparse textures for cleanup
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const bool is_large_sparse = lowmemorydevice &&
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image.info.is_sparse &&
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@ -159,14 +155,15 @@ void TextureCache<P>::RunGarbageCollector() {
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True(image.flags & ImageFlagBits::CostlyLoad)) {
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return false;
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}
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const bool must_download =
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image.IsSafeDownload() && False(image.flags & ImageFlagBits::BadOverlap);
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if (!high_priority_mode && !is_large_sparse && must_download) {
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return false;
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}
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if (must_download && !is_large_sparse) {
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const bool will_delete_now = aggressive_mode || (high_priority_mode && is_large_sparse);
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if (!will_delete_now && must_download) {
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auto map = runtime.DownloadStagingBuffer(image.unswizzled_size_bytes);
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const auto copies = FixSmallVectorADL(FullDownloadCopies(image.info));
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image.DownloadMemory(map, copies);
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@ -179,11 +176,10 @@ void TextureCache<P>::RunGarbageCollector() {
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UntrackImage(image, image_id);
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}
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UnregisterImage(image_id);
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DeleteImage(image_id, image.scale_tick > frame_tick + 5);
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DeleteImage(image_id, will_delete_now);
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if (total_used_memory < critical_memory) {
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if (aggressive_mode) {
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// Sink the aggresiveness.
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num_iterations >>= 2;
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aggressive_mode = false;
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return false;
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