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revert 91a662431c (#240)
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
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@@ -20,9 +20,6 @@ CDmaPusher::CDmaPusher(Host1x::Host1x& host1x_, s32 id)
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: host1x{host1x_}, memory_manager{host1x.GMMU()},
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host_processor{std::make_unique<Host1x::Control>(host1x_)}, current_class{
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static_cast<ChClassId>(id)} {
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#ifdef ANDROID
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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)
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#endif
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thread = std::jthread([this](std::stop_token stop_token) { ProcessEntries(stop_token); });
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}
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