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.
This commit is contained in:
ameerj 2021-06-13 15:15:08 -04:00
parent f3caf53648
commit c4ff7ecf51
4 changed files with 1592 additions and 2 deletions

View File

@ -237,6 +237,7 @@ add_library(video_core STATIC
texture_cache/util.cpp
texture_cache/util.h
textures/astc.h
textures/astc.cpp
textures/decoders.cpp
textures/decoders.h
textures/texture.cpp

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@ -47,6 +47,7 @@
#include "video_core/texture_cache/formatter.h"
#include "video_core/texture_cache/samples_helper.h"
#include "video_core/texture_cache/util.h"
#include "video_core/textures/astc.h"
#include "video_core/textures/decoders.h"
namespace VideoCommon {
@ -884,8 +885,16 @@ void ConvertImage(std::span<const u8> input, const ImageInfo& info, std::span<u8
ASSERT(copy.image_extent == mip_size);
ASSERT(copy.buffer_row_length == Common::AlignUp(mip_size.width, tile_size.width));
ASSERT(copy.buffer_image_height == Common::AlignUp(mip_size.height, tile_size.height));
if (IsPixelFormatASTC(info.format)) {
ASSERT(copy.image_extent.depth == 1);
Tegra::Texture::ASTC::Decompress(input.subspan(copy.buffer_offset),
copy.image_extent.width, copy.image_extent.height,
copy.image_subresource.num_layers, tile_size.width,
tile_size.height, output.subspan(output_offset));
} else {
DecompressBC4(input.subspan(copy.buffer_offset), copy.image_extent,
output.subspan(output_offset));
}
copy.buffer_offset = output_offset;
copy.buffer_row_length = mip_size.width;
copy.buffer_image_height = mip_size.height;

File diff suppressed because it is too large Load Diff

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@ -129,4 +129,7 @@ struct AstcBufferData {
decltype(REPLICATE_BYTE_TO_16_TABLE) replicate_byte_to_16 = REPLICATE_BYTE_TO_16_TABLE;
} constexpr ASTC_BUFFER_DATA;
void Decompress(std::span<const uint8_t> data, uint32_t width, uint32_t height, uint32_t depth,
uint32_t block_width, uint32_t block_height, std::span<uint8_t> output);
} // namespace Tegra::Texture::ASTC