From b572fb2a91a0565c550363921123ad404d5f9493 Mon Sep 17 00:00:00 2001 From: Brad Davis Date: Sat, 22 Oct 2016 14:49:10 -0700 Subject: [PATCH] Only use sparse texture memory for the memory pressure calculation (since that's all we can modify) --- libraries/gpu-gl/src/gpu/gl/GLTexture.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/gpu-gl/src/gpu/gl/GLTexture.cpp b/libraries/gpu-gl/src/gpu/gl/GLTexture.cpp index 9f8639287b..56737e13d1 100644 --- a/libraries/gpu-gl/src/gpu/gl/GLTexture.cpp +++ b/libraries/gpu-gl/src/gpu/gl/GLTexture.cpp @@ -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) {