Review fixes

This commit is contained in:
Dale Glass 2020-08-13 01:48:41 +02:00
parent 482211d6eb
commit 0d4987878e
3 changed files with 17 additions and 14 deletions

View file

@ -52,7 +52,7 @@ namespace gl {
void initModuleGl();
int getSwapInterval();
void setSwapInterval(int swapInterval);
bool queryCurrentRendererIntegerMESA(int attr, unsigned int *value);
bool queryCurrentRendererIntegerMESA(int attr, unsigned int *value);
}
#endif // hifi_gpu_GPUConfig_h

View file

@ -160,7 +160,6 @@ void GLBackend::init() {
qCDebug(gpugllogging) << "GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX: " << GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX;
qCDebug(gpugllogging) << "GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX: " << GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX;
qCDebug(gpugllogging) << "GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX: " << GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX;
qCDebug(gpugllogging) << "sz: " << sizeof(_totalMemory);
_totalMemory = GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX * BYTES_PER_KIB;
_dedicatedMemory = GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX * BYTES_PER_KIB;
@ -237,10 +236,14 @@ size_t GLBackend::getAvailableMemory() {
bool GLBackend::availableMemoryKnown() {
switch( _videoCard ) {
case NVIDIA: return true;
case ATI: return true;
case MESA: return false;
case Unknown: return false;
case NVIDIA:
return true;
case ATI:
return true;
case MESA:
return false;
case Unknown:
return false;
}
return false;

View file

@ -191,7 +191,7 @@ void GLTextureTransferEngineDefault::updateMemoryPressure() {
if (0 == allowedMemoryAllocation) {
// Automatic allocation
if ( GLBackend::availableMemoryKnown() ) {
if (GLBackend::availableMemoryKnown()) {
// If we know how much is free, then we use that
useAvailableGlMemory = true;
} else {
@ -199,7 +199,7 @@ void GLTextureTransferEngineDefault::updateMemoryPressure() {
// and hope it works.
allowedMemoryAllocation = GLBackend::getTotalMemory() * MAX_AUTO_FRACTION_OF_TOTAL_MEMORY;
if ( 0 == allowedMemoryAllocation ) {
if (0 == allowedMemoryAllocation) {
// Last resort, if we failed to detect
allowedMemoryAllocation = DEFAULT_ALLOWED_TEXTURE_MEMORY;
}
@ -238,14 +238,14 @@ void GLTextureTransferEngineDefault::updateMemoryPressure() {
size_t unallocated = idealMemoryAllocation - totalVariableMemoryAllocation;
float pressure = 0;
if ( useAvailableGlMemory ) {
float total_mem = GLBackend::getTotalMemory();
float avail_mem = GLBackend::getAvailableMemory() - AUTO_RESERVE_TEXTURE_MEMORY;
if ( avail_mem < 0 ) {
avail_mem = 0;
if (useAvailableGlMemory) {
float totalMem = GLBackend::getTotalMemory();
float availMem = GLBackend::getAvailableMemory() - AUTO_RESERVE_TEXTURE_MEMORY;
if (availMem < 0) {
availMem = 0;
}
pressure = (total_mem - avail_mem) / total_mem;
pressure = (totalMem - availMem) / totalMem;
} else {
pressure = (float)totalVariableMemoryAllocation / (float)allowedMemoryAllocation;
}