Prevent ping-ponging of texture quality when oversubscribed

This commit is contained in:
Brad Davis 2017-05-22 09:52:18 -07:00
parent 9a4b624029
commit afee753570

View file

@ -535,12 +535,14 @@ void GLVariableAllocationSupport::processWorkQueue(WorkQueue& workQueue) {
vartexture->demote(); vartexture->demote();
workQueue.pop(); workQueue.pop();
addToWorkQueue(texture); addToWorkQueue(texture);
_memoryPressureStateStale = true;
break; break;
case MemoryPressureState::Undersubscribed: case MemoryPressureState::Undersubscribed:
vartexture->promote(); vartexture->promote();
workQueue.pop(); workQueue.pop();
addToWorkQueue(texture); addToWorkQueue(texture);
_memoryPressureStateStale = true;
break; break;
case MemoryPressureState::Transfer: case MemoryPressureState::Transfer: