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Prevent ping-ponging of texture quality when oversubscribed
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1 changed files with 2 additions and 0 deletions
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@ -535,12 +535,14 @@ void GLVariableAllocationSupport::processWorkQueue(WorkQueue& workQueue) {
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vartexture->demote();
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vartexture->demote();
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workQueue.pop();
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workQueue.pop();
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addToWorkQueue(texture);
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addToWorkQueue(texture);
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_memoryPressureStateStale = true;
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break;
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break;
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case MemoryPressureState::Undersubscribed:
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case MemoryPressureState::Undersubscribed:
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vartexture->promote();
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vartexture->promote();
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workQueue.pop();
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workQueue.pop();
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addToWorkQueue(texture);
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addToWorkQueue(texture);
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_memoryPressureStateStale = true;
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break;
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break;
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case MemoryPressureState::Transfer:
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case MemoryPressureState::Transfer:
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