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Pick dedicated GPU with highest VRAM
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@@ -11252,13 +11252,14 @@ static Uint8 VULKAN_INTERNAL_IsDeviceSuitable(
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VkPhysicalDevice physicalDevice,
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VulkanExtensions *physicalDeviceExtensions,
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Uint32 *queueFamilyIndex,
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Uint8 *deviceRank)
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Uint16 *deviceRank)
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{
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Uint32 queueFamilyCount, queueFamilyRank, queueFamilyBest;
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VkQueueFamilyProperties *queueProps;
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bool supportsPresent;
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VkPhysicalDeviceProperties deviceProperties;
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VkPhysicalDeviceFeatures deviceFeatures;
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VkPhysicalDeviceMemoryProperties deviceMemory;
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Uint32 i;
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const Uint8 *devicePriority = renderer->preferLowPower ? DEVICE_PRIORITY_LOWPOWER : DEVICE_PRIORITY_HIGHPERFORMANCE;
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@@ -11285,6 +11286,24 @@ static Uint8 VULKAN_INTERNAL_IsDeviceSuitable(
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return 0;
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}
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/* If we prefer high performance, sum up all device local memory (rounded to megabytes)
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* to deviceRank. In the niche case of someone having multiple dedicated GPUs in the same
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* system, this theoretically picks the most powerful one (or at least the one with the
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* most memory!)
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*/
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renderer->vkGetPhysicalDeviceMemoryProperties(physicalDevice, &deviceMemory);
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Uint64 videoMemory = 0;
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for (i = 0; i < deviceMemory.memoryHeapCount; i++) {
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VkMemoryHeap heap = deviceMemory.memoryHeaps[i];
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if (heap.flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT) {
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videoMemory += heap.size;
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}
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}
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// Round it to megabytes (as per the vulkan spec videoMemory is in bytes)
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Uint64 videoMemoryRounded = videoMemory / 1024 / 1024;
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*deviceRank += videoMemoryRounded;
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renderer->vkGetPhysicalDeviceFeatures(
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physicalDevice,
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&deviceFeatures);
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@@ -11392,7 +11411,7 @@ static Uint8 VULKAN_INTERNAL_DeterminePhysicalDevice(VulkanRenderer *renderer)
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Uint32 i, physicalDeviceCount;
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Sint32 suitableIndex;
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Uint32 queueFamilyIndex, suitableQueueFamilyIndex;
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Uint8 deviceRank, highestRank;
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Uint16 deviceRank, highestRank;
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vulkanResult = renderer->vkEnumeratePhysicalDevices(
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renderer->instance,
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