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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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@ -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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DecompressBC4(input.subspan(copy.buffer_offset), copy.image_extent,
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output.subspan(output_offset));
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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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