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