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textures: Reintroduce CPU ASTC decoder
Users may want to fall back to the CPU ASTC texture decoder due to hangs and crashes that may be caused by keeping the GPU under compute heavy loads for extended periods of time. This is especially the case in games such as Astral Chain which make extensive use of ASTC textures.
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4 changed files with 1592 additions and 2 deletions
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@ -237,6 +237,7 @@ add_library(video_core STATIC
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texture_cache/util.cpp
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texture_cache/util.h
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textures/astc.h
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textures/astc.cpp
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textures/decoders.cpp
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textures/decoders.h
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textures/texture.cpp
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@ -47,6 +47,7 @@
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#include "video_core/texture_cache/formatter.h"
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#include "video_core/texture_cache/samples_helper.h"
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#include "video_core/texture_cache/util.h"
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#include "video_core/textures/astc.h"
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#include "video_core/textures/decoders.h"
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namespace VideoCommon {
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@ -884,8 +885,16 @@ void ConvertImage(std::span<const u8> input, const ImageInfo& info, std::span<u8
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ASSERT(copy.image_extent == mip_size);
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ASSERT(copy.buffer_row_length == Common::AlignUp(mip_size.width, tile_size.width));
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ASSERT(copy.buffer_image_height == Common::AlignUp(mip_size.height, tile_size.height));
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if (IsPixelFormatASTC(info.format)) {
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ASSERT(copy.image_extent.depth == 1);
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Tegra::Texture::ASTC::Decompress(input.subspan(copy.buffer_offset),
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copy.image_extent.width, copy.image_extent.height,
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copy.image_subresource.num_layers, tile_size.width,
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tile_size.height, output.subspan(output_offset));
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} else {
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DecompressBC4(input.subspan(copy.buffer_offset), copy.image_extent,
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output.subspan(output_offset));
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}
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copy.buffer_offset = output_offset;
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copy.buffer_row_length = mip_size.width;
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copy.buffer_image_height = mip_size.height;
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1577
src/video_core/textures/astc.cpp
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1577
src/video_core/textures/astc.cpp
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File diff suppressed because it is too large
Load diff
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@ -129,4 +129,7 @@ struct AstcBufferData {
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decltype(REPLICATE_BYTE_TO_16_TABLE) replicate_byte_to_16 = REPLICATE_BYTE_TO_16_TABLE;
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} constexpr ASTC_BUFFER_DATA;
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void Decompress(std::span<const uint8_t> data, uint32_t width, uint32_t height, uint32_t depth,
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uint32_t block_width, uint32_t block_height, std::span<uint8_t> output);
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} // namespace Tegra::Texture::ASTC
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