Remove largely ineffective and nearly not functional "low memory mode". Unlikely to save us.

This commit is contained in:
Henrik Rydgård committed 2026-07-16 15:28:40 +02:00
1 parent 672b549109
commit 57e6bafb62
8 files changed
+10 -48

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-17
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@@ -130,23 +130,6 @@ static void ConvertColors(void *dstBuf, const void *srcBuf, Draw::DataFormat dst
}
}
void TextureCacheGLES::StartFrame() {
TextureCacheCommon::StartFrame();
GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
if (!lowMemoryMode_ && renderManager->SawOutOfMemory()) {
lowMemoryMode_ = true;
decimationCounter_ = 0;
auto err = GetI18NCategory(I18NCat::ERRORS);
if (standardScaleFactor_ > 1) {
g_OSD.Show(OSDType::MESSAGE_WARNING, err->T("Warning: Video memory FULL, reducing upscaling and switching to slow caching mode"), 2.0f);
} else {
g_OSD.Show(OSDType::MESSAGE_WARNING, err->T("Warning: Video memory FULL, switching to slow caching mode"), 2.0f);
}
}
}
// TODO: This is almost the same as the Common one, just with some extra color conversion. Should merge.
void TextureCacheGLES::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
const u32 clutBaseBytes = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutBase * sizeof(u32)) : (clutBase * sizeof(u16));