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Ryujinx/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs

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using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture pool cache.
/// This can keep multiple texture pools, and return the current one as needed.
/// It is useful for applications that uses multiple texture pools.
/// </summary>
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class TexturePoolCache
{
private const int MaxCapacity = 4;
private GpuContext _context;
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private LinkedList<TexturePool> _pools;
/// <summary>
/// Constructs a new instance of the texture pool.
/// </summary>
/// <param name="context">GPU context that the texture pool belongs to</param>
public TexturePoolCache(GpuContext context)
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{
_context = context;
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_pools = new LinkedList<TexturePool>();
}
/// <summary>
/// Finds a cache texture pool, or creates a new one if not found.
/// </summary>
/// <param name="address">Start address of the texture pool</param>
/// <param name="maximumId">Maximum ID of the texture pool</param>
/// <returns>The found or newly created texture pool</returns>
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public TexturePool FindOrCreate(ulong address, int maximumId)
{
TexturePool pool;
// First we try to find the pool.
for (LinkedListNode<TexturePool> node = _pools.First; node != null; node = node.Next)
{
pool = node.Value;
if (pool.Address == address)
{
if (pool.CacheNode != _pools.Last)
{
_pools.Remove(pool.CacheNode);
pool.CacheNode = _pools.AddLast(pool);
}
return pool;
}
}
// If not found, create a new one.
pool = new TexturePool(_context, address, maximumId);
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pool.CacheNode = _pools.AddLast(pool);
if (_pools.Count > MaxCapacity)
{
TexturePool oldestPool = _pools.First.Value;
_pools.RemoveFirst();
oldestPool.Dispose();
oldestPool.CacheNode = null;
}
return pool;
}
/// <summary>
/// Invalidates a memory range of all intersecting texture pools on the cache.
/// </summary>
/// <param name="address">Start address of the range to invalidate</param>
/// <param name="size">Size of the range to invalidate</param>
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public void InvalidateRange(ulong address, ulong size)
{
for (LinkedListNode<TexturePool> node = _pools.First; node != null; node = node.Next)
{
TexturePool pool = node.Value;
pool.InvalidateRange(address, size);
}
}
}
}