revert 91a662431c (#240)
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revert [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>

Had showed some regressions on devices with higher specifications, will be refined to return as a toggle in a later commit.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/240
This commit is contained in:
CamilleLaVey 2025-06-30 12:57:21 +00:00
parent 09194cc5c3
commit fa600b88b1
15 changed files with 53 additions and 96 deletions

View file

@ -237,23 +237,16 @@ std::shared_ptr<Frame> DecoderContext::ReceiveFrame() {
if (m_codec_context->hw_device_ctx) {
// If we have a hardware context, make a separate frame here to receive the
// hardware result before sending it to the output.
std::shared_ptr<Frame> intermediate_frame = std::make_shared<Frame>();
Frame intermediate_frame;
if (!receive(intermediate_frame->GetFrame())) {
if (!receive(intermediate_frame.GetFrame())) {
return {};
}
const auto fmt = intermediate_frame->GetPixelFormat();
const auto desc = av_pix_fmt_desc_get(fmt);
if (desc && (desc->flags & AV_PIX_FMT_FLAG_HWACCEL)) {
m_temp_frame->SetFormat(PreferredGpuFormat);
if (int ret = av_hwframe_transfer_data(m_temp_frame->GetFrame(), intermediate_frame->GetFrame(), 0); ret < 0) {
LOG_ERROR(HW_GPU, "av_hwframe_transfer_data error: {}", AVError(ret));
return {};
}
}
else {
m_temp_frame = std::move(intermediate_frame);
m_temp_frame->SetFormat(PreferredGpuFormat);
if (int ret = av_hwframe_transfer_data(m_temp_frame->GetFrame(), intermediate_frame.GetFrame(), 0); ret < 0) {
LOG_ERROR(HW_GPU, "av_hwframe_transfer_data error: {}", AVError(ret));
return {};
}
} else {
// Otherwise, decode the frame as normal.