mirror of
https://git.eden-emu.dev/archive/citron
synced 2026-03-31 00:18:30 -04:00
refactor(settings): simplify VRAM usage mode to Conservative/Aggressive
The removed modes added complexity without significant benefit now that the new VRAM management system (gc_aggressiveness, vram_limit_mb) provides finer-grained control over memory pressure. Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
@@ -70,40 +70,11 @@ vk::Buffer CreateBuffer(const Device& device, const MemoryAllocator& memory_allo
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flags |= VK_BUFFER_USAGE_CONDITIONAL_RENDERING_BIT_EXT;
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}
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// Optimize buffer size based on VRAM usage mode
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u64 optimized_size = size;
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const auto vram_mode = Settings::values.vram_usage_mode.GetValue();
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if (vram_mode == Settings::VramUsageMode::HighEnd) {
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// High-End GPU mode: Use larger buffer chunks for high-end GPUs to reduce allocation overhead
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// but still keep them reasonable to avoid excessive VRAM usage
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if (size > 64_MiB && size < 512_MiB) {
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// Round up to next 64MB boundary for large buffers
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optimized_size = Common::AlignUp(size, 64_MiB);
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} else if (size > 4_MiB && size <= 64_MiB) {
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// Round up to next 8MB boundary for medium buffers
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optimized_size = Common::AlignUp(size, 8_MiB);
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}
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} else if (vram_mode == Settings::VramUsageMode::Insane) {
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// Insane mode: Use massive buffer chunks for RTX 4090 to minimize allocation overhead
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// and maximize performance for shader compilation and caching
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if (size > 128_MiB && size < 1024_MiB) {
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// Round up to next 128MB boundary for very large buffers
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optimized_size = Common::AlignUp(size, 128_MiB);
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} else if (size > 16_MiB && size <= 128_MiB) {
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// Round up to next 32MB boundary for large buffers
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optimized_size = Common::AlignUp(size, 32_MiB);
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} else if (size > 1_MiB && size <= 16_MiB) {
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// Round up to next 4MB boundary for medium buffers
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optimized_size = Common::AlignUp(size, 4_MiB);
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}
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}
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const VkBufferCreateInfo buffer_ci = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.size = optimized_size,
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.size = size,
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.usage = flags,
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
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.queueFamilyIndexCount = 0,
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@@ -115,31 +86,8 @@ vk::Buffer CreateBuffer(const Device& device, const MemoryAllocator& memory_allo
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} // Anonymous namespace
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void BufferCacheRuntime::CleanupUnusedBuffers() {
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// Aggressive cleanup for Insane mode to prevent VRAM leaks
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const auto vram_mode = Settings::values.vram_usage_mode.GetValue();
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if (vram_mode == Settings::VramUsageMode::Insane) {
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// For Insane mode, periodically clean up unused large buffers to prevent memory leaks
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static u32 cleanup_counter = 0;
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static u64 last_buffer_memory = 0;
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cleanup_counter++;
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// Monitor buffer memory usage to detect potential leaks
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if (cleanup_counter % 120 == 0) {
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const u64 current_buffer_memory = GetDeviceMemoryUsage();
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// Check for buffer memory leak (usage increasing without corresponding game activity)
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if (current_buffer_memory > last_buffer_memory + 50_MiB) {
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LOG_WARNING(Render_Vulkan, "Potential buffer memory leak detected! Usage increased by {} MB",
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(current_buffer_memory - last_buffer_memory) / (1024 * 1024));
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// Force cleanup of any cached buffers that might be accumulating
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LOG_INFO(Render_Vulkan, "Performed aggressive buffer cleanup (Insane mode)");
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}
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last_buffer_memory = current_buffer_memory;
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LOG_DEBUG(Render_Vulkan, "Buffer memory usage: {} MB (Insane mode)", current_buffer_memory / (1024 * 1024));
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}
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}
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// Cleanup is now handled by the VRAM management system (gc_aggressiveness setting)
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// This function is kept for compatibility but no longer performs mode-specific cleanup
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}
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Buffer::Buffer(BufferCacheRuntime& runtime, VideoCommon::NullBufferParams null_params)
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@@ -748,11 +748,8 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
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const auto runtime_info{MakeRuntimeInfo(programs, key, program, previous_stage)};
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ConvertLegacyToGeneric(program, runtime_info);
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std::vector<u32> code = EmitSPIRV(profile, runtime_info, program, binding);
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// Reserve more space for Insane mode to reduce allocations during shader compilation
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const size_t reserve_size = Settings::values.vram_usage_mode.GetValue() == Settings::VramUsageMode::Insane
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? std::max<size_t>(code.size(), 64 * 1024 / sizeof(u32)) // 64KB for Insane mode
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: std::max<size_t>(code.size(), 16 * 1024 / sizeof(u32)); // 16KB for other modes
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code.reserve(reserve_size);
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// Reserve space to reduce allocations during shader compilation
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code.reserve(std::max<size_t>(code.size(), 16 * 1024 / sizeof(u32)));
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device.SaveShader(code);
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modules[stage_index] = BuildShader(device, code);
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if (device.HasDebuggingToolAttached()) {
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@@ -854,11 +851,8 @@ std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
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auto program{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
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std::vector<u32> code = EmitSPIRV(profile, program);
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// Reserve more space for Insane mode to reduce allocations during shader compilation
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const size_t reserve_size = Settings::values.vram_usage_mode.GetValue() == Settings::VramUsageMode::Insane
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? std::max<size_t>(code.size(), 64 * 1024 / sizeof(u32)) // 64KB for Insane mode
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: std::max<size_t>(code.size(), 16 * 1024 / sizeof(u32)); // 16KB for other modes
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code.reserve(reserve_size);
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// Reserve space to reduce allocations during shader compilation
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code.reserve(std::max<size_t>(code.size(), 16 * 1024 / sizeof(u32)));
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device.SaveShader(code);
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vk::ShaderModule spv_module{BuildShader(device, code)};
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if (device.HasDebuggingToolAttached()) {
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@@ -99,24 +99,7 @@ void StagingBufferPool::FreeDeferred(StagingBufferRef& ref) {
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void StagingBufferPool::TickFrame() {
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current_delete_level = (current_delete_level + 1) % NUM_LEVELS;
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// Enhanced cleanup for Insane mode to prevent VRAM leaks
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const auto vram_mode = Settings::values.vram_usage_mode.GetValue();
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if (vram_mode == Settings::VramUsageMode::Insane) {
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static u32 cleanup_counter = 0;
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cleanup_counter++;
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// More aggressive cleanup for Insane mode every 30 frames
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if (cleanup_counter % 30 == 0) {
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// Force release of all caches to prevent memory accumulation
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ReleaseCache(MemoryUsage::DeviceLocal);
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ReleaseCache(MemoryUsage::Upload);
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ReleaseCache(MemoryUsage::Download);
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// Additional cleanup for large staging buffers
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LOG_DEBUG(Render_Vulkan, "Performed aggressive staging buffer cleanup (Insane mode)");
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}
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}
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// Cleanup is now handled by the VRAM management system (gc_aggressiveness setting)
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ReleaseCache(MemoryUsage::DeviceLocal);
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ReleaseCache(MemoryUsage::Upload);
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ReleaseCache(MemoryUsage::Download);
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@@ -939,29 +939,8 @@ VkBuffer TextureCacheRuntime::GetTemporaryBuffer(size_t needed_size) {
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return *buffers[level];
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}
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// Optimize buffer size based on VRAM usage mode
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size_t new_size = Common::NextPow2(needed_size);
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const auto vram_mode = Settings::values.vram_usage_mode.GetValue();
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if (vram_mode == Settings::VramUsageMode::HighEnd) {
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// For high-end GPUs, use larger temporary buffers to reduce allocation overhead
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// but cap them to prevent excessive VRAM usage
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if (needed_size > 32_MiB && needed_size < 256_MiB) {
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new_size = Common::AlignUp(needed_size, 32_MiB);
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} else if (needed_size > 2_MiB && needed_size <= 32_MiB) {
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new_size = Common::AlignUp(needed_size, 4_MiB);
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}
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} else if (vram_mode == Settings::VramUsageMode::Insane) {
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// Insane mode: Use massive temporary buffers for RTX 4090 to maximize texture caching
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// and shader compilation performance
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if (needed_size > 64_MiB && needed_size < 512_MiB) {
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new_size = Common::AlignUp(needed_size, 64_MiB);
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} else if (needed_size > 8_MiB && needed_size <= 64_MiB) {
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new_size = Common::AlignUp(needed_size, 16_MiB);
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} else if (needed_size > 1_MiB && needed_size <= 8_MiB) {
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new_size = Common::AlignUp(needed_size, 2_MiB);
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}
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}
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// Use power-of-2 buffer sizes for efficient allocation
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const size_t new_size = Common::NextPow2(needed_size);
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static constexpr VkBufferUsageFlags flags =
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT |
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@@ -981,46 +960,8 @@ VkBuffer TextureCacheRuntime::GetTemporaryBuffer(size_t needed_size) {
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}
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void TextureCacheRuntime::CleanupUnusedBuffers() {
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// Aggressive cleanup for Insane mode to prevent VRAM leaks
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const auto vram_mode = Settings::values.vram_usage_mode.GetValue();
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if (vram_mode == Settings::VramUsageMode::Insane) {
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// For Insane mode, periodically clean up unused large buffers to prevent memory leaks
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static u32 cleanup_counter = 0;
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static u64 last_vram_usage = 0;
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cleanup_counter++;
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// Monitor VRAM usage to detect potential leaks
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if (cleanup_counter % 60 == 0) {
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const u64 current_vram_usage = GetDeviceMemoryUsage();
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// Check for VRAM leak (usage increasing without corresponding game activity)
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if (current_vram_usage > last_vram_usage + 100_MiB) {
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LOG_WARNING(Render_Vulkan, "Potential VRAM leak detected! Usage increased by {} MB",
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(current_vram_usage - last_vram_usage) / (1024 * 1024));
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// Force aggressive cleanup
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for (auto& buffer : buffers) {
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if (buffer) {
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buffer.reset();
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}
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}
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LOG_INFO(Render_Vulkan, "Performed aggressive VRAM cleanup (Insane mode)");
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}
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last_vram_usage = current_vram_usage;
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LOG_DEBUG(Render_Vulkan, "VRAM usage: {} MB (Insane mode)", current_vram_usage / (1024 * 1024));
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}
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// Regular cleanup every 120 frames
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if (cleanup_counter % 120 == 0) {
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for (auto& buffer : buffers) {
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if (buffer) {
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buffer.reset();
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}
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}
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LOG_DEBUG(Render_Vulkan, "Cleaned up unused temporary buffers (Insane mode)");
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}
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}
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// Cleanup is now handled by the VRAM management system (gc_aggressiveness setting)
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// This function is kept for compatibility but no longer performs mode-specific cleanup
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}
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void TextureCacheRuntime::BarrierFeedbackLoop() {
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@@ -1354,20 +1354,6 @@ void Device::CollectPhysicalMemoryInfo() {
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const size_t scaler_memory = 1_GiB * Settings::values.resolution_info.ScaleUp(1);
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device_access_memory =
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std::min<u64>(device_access_memory, normal_memory + scaler_memory);
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} else if (vram_mode == Settings::VramUsageMode::HighEnd) {
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// High-End GPU mode: Use more VRAM but with smart buffer management
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// Allow up to 12GB for RTX 4090/4080+ users, but optimize buffer allocation
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const size_t high_end_memory = 12_GiB;
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const size_t scaler_memory = 1_GiB * Settings::values.resolution_info.ScaleUp(1);
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device_access_memory =
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std::min<u64>(device_access_memory, high_end_memory + scaler_memory);
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} else if (vram_mode == Settings::VramUsageMode::Insane) {
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// Insane mode: Use most of RTX 4090's 24GB VRAM for maximum performance
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// Reserve only 2GB for system and other applications
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const size_t insane_memory = 22_GiB;
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const size_t scaler_memory = 2_GiB * Settings::values.resolution_info.ScaleUp(1);
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device_access_memory =
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std::min<u64>(device_access_memory, insane_memory + scaler_memory);
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}
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// Aggressive mode uses full available VRAM (no limits)
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