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Remove the calls to TickCompletedSparseImages for now

I forgot the emulator basically re-generates the sparse texture on remap so all this does is waste memory
pull/3737/head
Forrest Mark X 1 month ago
committed by crueter
parent
commit
ec685a66cc
  1. 6
      src/video_core/texture_cache/texture_cache.h

6
src/video_core/texture_cache/texture_cache.h

@ -184,7 +184,7 @@ void TextureCache<P>::TickFrame() {
sentenced_image_view.Tick();
TickAsyncDecode();
TickAsyncUnswizzle();
TickCompletedSparseImages();
//TickCompletedSparseImages();
runtime.TickFrame();
++frame_tick;
@ -1586,7 +1586,7 @@ void TextureCache<P>::TickAsyncUnswizzle() {
const bool all_submitted = slices_submitted >= total_slices;
if (is_final_batch && all_submitted) {
if (task.is_sparse && !task.is_incremental) {
/*if (task.is_sparse && !task.is_incremental) {
const auto segs =
gpu_memory->GetSubmappedRange(image.gpu_addr, image.guest_size_bytes);
CompletedSparseImage entry;
@ -1600,7 +1600,7 @@ void TextureCache<P>::TickAsyncUnswizzle() {
entry.swizzled_slice_size = task.swizzled_slice_size;
entry.swizzle_block_depth = task.swizzle_block_depth;
completed_sparse_images.push_back(std::move(entry));
}
}*/
runtime.FreeDeferredStagingBuffer(task.staging_buffer);
image.flags &= ~ImageFlagBits::IsDecoding;

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