ASTC emulation: disable fallback to GPU decompression if CPU decompression fails.
Cherry pick from https://play-internal-review.git.corp.google.com/c/battlestar/aosp/device/generic/vulkan-cereal/+/101405
We originally did that because we were not sure of how reliable the CPU decompressor would be. However, after months of use in prod, we've never seen a case of CPU decoding failing.
Removing this fallback path reduces complexity.
Test: Fixes ATSC decoding for 3DMark
Bug: 283152809
Change-Id: I6154cc7badfe367d6ef72b33b74292b71354e594
diff --git a/host/vulkan/VkCommonOperations.cpp b/host/vulkan/VkCommonOperations.cpp
index 5e702c4..9d72017 100644
--- a/host/vulkan/VkCommonOperations.cpp
+++ b/host/vulkan/VkCommonOperations.cpp
@@ -73,6 +73,22 @@
constexpr size_t kPageBits = 12;
constexpr size_t kPageSize = 1u << kPageBits;
+static int kMaxDebugMarkerAnnotations = 10;
+
+static std::optional<std::string> sMemoryLogPath = std::nullopt;
+
+const char* string_AstcEmulationMode(AstcEmulationMode mode) {
+ switch (mode) {
+ case AstcEmulationMode::Disabled:
+ return "Disabled";
+ case AstcEmulationMode::Cpu:
+ return "Cpu";
+ case AstcEmulationMode::Gpu:
+ return "Gpu";
+ }
+ return "Unknown";
+}
+
} // namespace
static StaticMap<VkDevice, uint32_t> sKnownStagingTypeIndices;