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Up the limit before trying to use the GPU accelerated unswizzle

Removed the system that ignores sparse remaps
pull/3251/head
Forrest Keller 1 month ago
committed by Caio Oliveira
parent
commit
aaafd37b4f
No known key found for this signature in database GPG Key ID: AAAE6C7FD4186B0C
  1. 11
      src/video_core/texture_cache/texture_cache.h

11
src/video_core/texture_cache/texture_cache.h

@ -1103,24 +1103,21 @@ void TextureCache<P>::RefreshContents(Image& image, ImageId image_id) {
image.flags &= ~ImageFlagBits::CpuModified;
TrackImage(image, image_id);
// If it's sparse and remapped, we treat it as a partial update trigger
/*// If it's sparse and remapped, we treat it as a partial update trigger
if (image.info.is_sparse && True(image.flags & ImageFlagBits::Remapped)) {
image.flags &= ~ImageFlagBits::Remapped;
if (!image.dirty_offsets.empty() && !image.sparse_bindings.empty()) {
/*constexpr u64 page_size = 64_KiB;
constexpr u64 page_size = 64_KiB;
size_t dirty_size = image.dirty_offsets.size() * page_size;
auto staging = runtime.UploadStagingBuffer(dirty_size);
UploadSparseDirtyTiles(image, staging);
runtime.InsertUploadMemoryBarrier();
return;*/
image.dirty_offsets.clear();
image.sparse_bindings.clear();
return;
}
}
}*/
if (image.info.num_samples > 1 && !runtime.CanUploadMSAA()) {
LOG_WARNING(HW_GPU, "MSAA image uploads are not implemented");
@ -1135,7 +1132,7 @@ void TextureCache<P>::RefreshContents(Image& image, ImageId image_id) {
image.info.type == ImageType::e3D &&
image.info.resources.levels == 1 &&
image.info.resources.layers == 1 &&
MapSizeBytes(image) >= 32_MiB &&
MapSizeBytes(image) >= 128_MiB &&
False(image.flags & ImageFlagBits::GpuModified)) {
QueueAsyncUnswizzle(image, image_id);

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