[Texture_cache] Better memory handling for devices with lower memory allocations (#233)

Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
This commit is contained in:
JPikachu 2025-06-29 17:14:23 +00:00 committed by JPikachu
parent b5b1d20e1e
commit 91a662431c
15 changed files with 96 additions and 53 deletions

View file

@ -20,6 +20,9 @@ CDmaPusher::CDmaPusher(Host1x::Host1x& host1x_, s32 id)
: host1x{host1x_}, memory_manager{host1x.GMMU()},
host_processor{std::make_unique<Host1x::Control>(host1x_)}, current_class{
static_cast<ChClassId>(id)} {
#ifdef ANDROID
std::this_thread::sleep_for(std::chrono::milliseconds{500}); // HACK: Fix for Astroneer - doesn't always start without this delay. Happens on Windows too (but rarer)
#endif
thread = std::jthread([this](std::stop_token stop_token) { ProcessEntries(stop_token); });
}