From 021c593ad8e7fd1da74aab4489eced9ff6462138 Mon Sep 17 00:00:00 2001 From: Joshua Ashton Date: Wed, 18 Mar 2020 19:39:53 +0000 Subject: [PATCH] [d3d9] Use all heaps when determining initial texture memory Matches behaviour on Windows 10 Merges #1436 --- src/d3d9/d3d9_device.cpp | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) diff --git a/src/d3d9/d3d9_device.cpp b/src/d3d9/d3d9_device.cpp index 778d6e014..c79ed3c63 100644 --- a/src/d3d9/d3d9_device.cpp +++ b/src/d3d9/d3d9_device.cpp @@ -4408,12 +4408,8 @@ namespace dxvk { VkDeviceSize availableTextureMemory = 0; - for (uint32_t i = 0; i < memoryProp.memoryHeapCount; i++) { - VkMemoryHeap& heap = memoryProp.memoryHeaps[i]; - - if (heap.flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT) - availableTextureMemory += memoryProp.memoryHeaps[i].size; - } + for (uint32_t i = 0; i < memoryProp.memoryHeapCount; i++) + availableTextureMemory += memoryProp.memoryHeaps[i].size; constexpr VkDeviceSize Megabytes = 1024 * 1024;