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[d3d9] Use all heaps when determining initial texture memory
Matches behaviour on Windows 10 Merges #1436
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@ -4408,12 +4408,8 @@ namespace dxvk {
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VkDeviceSize availableTextureMemory = 0;
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VkDeviceSize availableTextureMemory = 0;
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for (uint32_t i = 0; i < memoryProp.memoryHeapCount; i++) {
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for (uint32_t i = 0; i < memoryProp.memoryHeapCount; i++)
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VkMemoryHeap& heap = memoryProp.memoryHeaps[i];
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if (heap.flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT)
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availableTextureMemory += memoryProp.memoryHeaps[i].size;
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availableTextureMemory += memoryProp.memoryHeaps[i].size;
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}
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constexpr VkDeviceSize Megabytes = 1024 * 1024;
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constexpr VkDeviceSize Megabytes = 1024 * 1024;
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