if (result != VK_SUCCESS)
return result;
- device->memory.heap_count = 1;
- device->memory.heaps[0] = (struct anv_memory_heap) {
- .size = heap_size,
- .flags = VK_MEMORY_HEAP_DEVICE_LOCAL_BIT,
- .supports_48bit_addresses = device->supports_48bit_addresses,
- };
+ if (heap_size <= 3ull * (1ull << 30)) {
+ /* In this case, everything fits nicely into the 32-bit address space,
+ * so there's no need for supporting 48bit addresses on client-allocated
+ * memory objects.
+ */
+ device->memory.heap_count = 1;
+ device->memory.heaps[0] = (struct anv_memory_heap) {
+ .size = heap_size,
+ .flags = VK_MEMORY_HEAP_DEVICE_LOCAL_BIT,
+ .supports_48bit_addresses = false,
+ };
+ } else {
+ /* Not everything will fit nicely into a 32-bit address space. In this
+ * case we need a 64-bit heap. Advertise a small 32-bit heap and a
+ * larger 48-bit heap. If we're in this case, then we have a total heap
+ * size larger than 3GiB which most likely means they have 8 GiB of
+ * video memory and so carving off 1 GiB for the 32-bit heap should be
+ * reasonable.
+ */
+ const uint64_t heap_size_32bit = 1ull << 30;
+ const uint64_t heap_size_48bit = heap_size - heap_size_32bit;
+
+ assert(device->supports_48bit_addresses);
+
+ device->memory.heap_count = 2;
+ device->memory.heaps[0] = (struct anv_memory_heap) {
+ .size = heap_size_48bit,
+ .flags = VK_MEMORY_HEAP_DEVICE_LOCAL_BIT,
+ .supports_48bit_addresses = true,
+ };
+ device->memory.heaps[1] = (struct anv_memory_heap) {
+ .size = heap_size_32bit,
+ .flags = VK_MEMORY_HEAP_DEVICE_LOCAL_BIT,
+ .supports_48bit_addresses = false,
+ };
+ }
uint32_t type_count = 0;
for (uint32_t heap = 0; heap < device->memory.heap_count; heap++) {