[d3d9] Use all heaps when determining initial texture memory

Matches behaviour on Windows 10

Merges #1436
This commit is contained in:
Joshua Ashton 2020-03-18 19:39:53 +00:00
parent ba41a5219a
commit 021c593ad8
1 changed files with 2 additions and 6 deletions

View File

@ -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;