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forgot to set lowmem flag for windowed case
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@ -1422,6 +1422,15 @@ dx_setup() {
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// so this is the true value
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// so this is the true value
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_MaxAvailVidMem = dwVidMemTotal;
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_MaxAvailVidMem = dwVidMemTotal;
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#define LOWVIDMEMTHRESHOLD 3500000
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// assume buggy drivers (this means you, FireGL2) may return zero for dwTotal, so ignore value if its 0
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if((dwVidMemFree>0)&&(dwVidMemFree< LOWVIDMEMTHRESHOLD)) {
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// hack: figuring out exactly what res to use is tricky, instead I will
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// just use 640x480 if we have < 3 meg avail
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_bIsLowVidMemCard = true;
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wdxdisplay_cat.debug() << " " << dwVidMemFree << " Available VidMem is under " << LOWVIDMEMTHRESHOLD <<", using 640x480 16bpp rendertargets to save tex vidmem.\n";
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}
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if(dx_full_screen) {
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if(dx_full_screen) {
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dwRenderWidth = _props._xsize;
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dwRenderWidth = _props._xsize;
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dwRenderHeight = _props._ysize;
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dwRenderHeight = _props._ysize;
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@ -1470,20 +1479,12 @@ dx_setup() {
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exit(1);
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exit(1);
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}
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}
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if(dwVidMemFree>0) { // assume buggy drivers (this means you, FireGL2) may return zero for dwTotal, so ignore value if its 0
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if(_bIsLowVidMemCard) {
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// hack: figuring out exactly what res to use is tricky, instead I will
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// just use 640x480 if we have < 3 meg avail
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#define LOWVIDMEMTHRESHOLD 3500000
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if(dwVidMemFree< LOWVIDMEMTHRESHOLD) {
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// we're going to need 800x600 or 640x480 at 16 bit to save enough tex vidmem
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// we're going to need 800x600 or 640x480 at 16 bit to save enough tex vidmem
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dwFullScreenBitDepth=16; // do 16bpp
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dwFullScreenBitDepth=16; // do 16bpp
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dwRenderWidth=640;
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dwRenderWidth=640;
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dwRenderHeight=480;
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dwRenderHeight=480;
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_bIsLowVidMemCard = true;
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// force 16bpp textures too?
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wdxdisplay_cat.debug() << " " << dwVidMemFree << " Available VidMem is under " << LOWVIDMEMTHRESHOLD <<", using 640x480 16bpp rendertargets to save tex vidmem.\n";
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}
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#if 0
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#if 0
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// cant do this without more accurate way to estimate mem used before actually switching
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// cant do this without more accurate way to estimate mem used before actually switching
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