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Add check for canPopulate to gpu backend
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8d03d50d35
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3 changed files with 7 additions and 5 deletions
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@ -437,6 +437,7 @@ void GLVariableAllocationSupport::updateMemoryPressure() {
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size_t idealMemoryAllocation = 0;
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bool canDemote = false;
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bool canPromote = false;
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bool canPopulate = false;
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bool hasTransfers = false;
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for (const auto& texture : strongTextures) {
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// Race conditions can still leave nulls in the list, so we need to check
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@ -450,7 +451,8 @@ void GLVariableAllocationSupport::updateMemoryPressure() {
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// Track how much we're actually using
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totalVariableMemoryAllocation += gltexture->size();
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canDemote |= vartexture->canDemote();
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canPromote |= vartexture->canPromote() || (texture->minAvailableMipLevel() < vartexture->_allocatedMip);
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canPromote |= vartexture->canPromote();
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canPopulate |= vartexture->canPopulate();
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hasTransfers |= vartexture->hasPendingTransfers();
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}
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@ -464,7 +466,7 @@ void GLVariableAllocationSupport::updateMemoryPressure() {
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} else if (pressure > OVERSUBSCRIBED_PRESSURE_VALUE && canDemote) {
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qDebug() << "Demoting";
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newState = MemoryPressureState::Oversubscribed;
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} else if (pressure < UNDERSUBSCRIBED_PRESSURE_VALUE && unallocated != 0 && canPromote) {
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} else if (pressure < UNDERSUBSCRIBED_PRESSURE_VALUE && ((unallocated != 0 && canPromote) || canPopulate)) {
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qDebug() << "Promoting";
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newState = MemoryPressureState::Undersubscribed;
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}
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@ -112,11 +112,11 @@ protected:
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static void manageMemory();
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//bool canPromoteNoAllocate() const { return _allocatedMip < _populatedMip; }
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bool canPromote() const { return _allocatedMip > 0 || _populatedMip > 0; }
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virtual bool canPopulate() const = 0;
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bool canPromote() const { return _allocatedMip > 0; }
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bool canDemote() const { return _allocatedMip < _maxAllocatedMip; }
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bool hasPendingTransfers() const { return _pendingTransfers.size() > 0; }
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void executeNextTransfer(const TexturePointer& currentTexture);
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virtual bool canPopulate() const = 0;
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virtual void populateTransferQueue() = 0;
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virtual void promote() = 0;
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virtual void demote() = 0;
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@ -100,7 +100,7 @@ public:
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GL41VariableAllocationTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture);
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~GL41VariableAllocationTexture();
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bool canPopulate() const override { return _gpuObject.isStoredMipFaceAvailable(_populatedMip - 1, 0); }
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bool canPopulate() const override { return _populatedMip > _allocatedMip && _gpuObject.isStoredMipFaceAvailable(_populatedMip - 1, 0); }
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void allocateStorage(uint16 allocatedMip);
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void syncSampler() const override;
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void promote() override;
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