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darling-lol/docs
lucannez64andClaude Opus 5.5 197b794111 Allocate League's Metal drawables in VRAM
League sets framebufferOnly=NO on its CAMetalLayer, and QuartzCore read
that as needing host-visible coherent memory, so the game's final
render target and the linear image handed to OpenGL both lived in
system RAM (type 2 on the RX 6600) and crossed PCIe every frame.
framebufferOnly=NO only lets Metal sample or blit the texture: nothing
maps either image (replaceRegion aborts, getBytes is a stub, Indium
maps only Shared/Managed buffers).

Drawables now take the first allowed DEVICE_LOCAL type whatever
framebufferOnly says; the guest file /tmp/metal-no-drawable-vram
restores the old placement. metal-device.log shows drawable-vram=on and
storage=vram.

A native EGL/RADV test exported the drawable's linear image from VRAM
and imported it into GL with no errors and identical pixels. In a
practice-tool baron fight on the RX 6600 with the same champion it ran
about 20 FPS faster and the same when idle; not yet measured in an ARAM.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 02:17:51 +02:00
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