Only use sparse texture memory for the memory pressure calculation (since that's all we can modify)

This commit is contained in:
Brad Davis 2016-10-22 14:49:10 -07:00
parent 62de2af944
commit b572fb2a91

View file

@ -139,7 +139,7 @@ float GLTexture::getMemoryPressure() {
}
// Return the consumed texture memory divided by the available texture memory.
auto consumedGpuMemory = Context::getTextureGPUMemoryUsage();
auto consumedGpuMemory = Context::getTextureGPUSparseMemoryUsage();
float memoryPressure = (float)consumedGpuMemory / (float)availableTextureMemory;
static Context::Size lastConsumedGpuMemory = 0;
if (memoryPressure > 1.0f && lastConsumedGpuMemory != consumedGpuMemory) {