diff options
author | Dave Parks <davep@lindenlab.com> | 2024-05-07 09:47:37 -0500 |
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committer | GitHub <noreply@github.com> | 2024-05-07 09:47:37 -0500 |
commit | 155ddf23363f1d5c534c69f50505faf67e51948f (patch) | |
tree | 976912ed4fa3bc2af7b0b68201460f08614748b5 /indra/llwindow/llwindowmacosx.cpp | |
parent | f79548ec68ebcef8f8f83705b65fd59da43c3e26 (diff) | |
parent | f9473e8afcb624cc1b101195bf15943ec372b56f (diff) |
Merge pull request #1421 from secondlife/DRTVWR-600-maint-A
Drtvwr 600 maint a
Diffstat (limited to 'indra/llwindow/llwindowmacosx.cpp')
-rw-r--r-- | indra/llwindow/llwindowmacosx.cpp | 16 |
1 files changed, 0 insertions, 16 deletions
diff --git a/indra/llwindow/llwindowmacosx.cpp b/indra/llwindow/llwindowmacosx.cpp index bfa893fff8..73230805b4 100644 --- a/indra/llwindow/llwindowmacosx.cpp +++ b/indra/llwindow/llwindowmacosx.cpp @@ -118,7 +118,6 @@ LLWindowMacOSX::LLWindowMacOSX(LLWindowCallbacks* callbacks, U32 fsaa_samples, U32 max_vram) : LLWindow(NULL, fullscreen, flags) - , mMaxVRAM(max_vram) { // *HACK: During window construction we get lots of OS events for window // reshape, activate, etc. that the viewer isn't ready to handle. @@ -1255,21 +1254,6 @@ F32 LLWindowMacOSX::getPixelAspectRatio() return 1.f; } -U32 LLWindowMacOSX::getAvailableVRAMMegabytes() { - // MTL (and MoltenVK) has some additional gpu data, such as recommendedMaxWorkingSetSize and currentAllocatedSize. - // But these are not available for OpenGL and/or our current mimimum OS version. - // So we will estimate. - static const U32 mb = 1024*1024; - // We're asked for total available gpu memory, but we only have allocation info on texture usage. So estimate by doubling that. - static const U32 total_factor = 2; // estimated total/textures - U32 total_vram = gGLManager.mVRAM; - if (mMaxVRAM) - { - total_vram = llmin(mMaxVRAM, total_vram); - } - return total_vram - (LLImageGL::getTextureBytesAllocated() * total_factor/mb); -} - //static SInt32 oldWindowLevel; // MBW -- XXX -- There's got to be a better way than this. Find it, please... |