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Only use sparse texture memory for the memory pressure calculation (since that's all we can modify)
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@ -139,7 +139,7 @@ float GLTexture::getMemoryPressure() {
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}
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// Return the consumed texture memory divided by the available texture memory.
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auto consumedGpuMemory = Context::getTextureGPUMemoryUsage();
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auto consumedGpuMemory = Context::getTextureGPUSparseMemoryUsage();
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float memoryPressure = (float)consumedGpuMemory / (float)availableTextureMemory;
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static Context::Size lastConsumedGpuMemory = 0;
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if (memoryPressure > 1.0f && lastConsumedGpuMemory != consumedGpuMemory) {
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