namespace Ryujinx.Graphics.Gpu.Image { /// <summary> /// Sampler pool cache. /// This can keep multiple sampler pools, and return the current one as needed. /// It is useful for applications that uses multiple sampler pools. /// </summary> class SamplerPoolCache : PoolCache<SamplerPool> { /// <summary> /// Constructs a new instance of the texture pool. /// </summary> /// <param name="context">GPU context that the texture pool belongs to</param> public SamplerPoolCache(GpuContext context) : base(context) { } /// <summary> /// Creates a new instance of the sampler pool. /// </summary> /// <param name="context">GPU context that the sampler pool belongs to</param> /// <param name="channel">GPU channel that the texture pool belongs to</param> /// <param name="address">Address of the sampler pool in guest memory</param> /// <param name="maximumId">Maximum sampler ID of the sampler pool (equal to maximum samplers minus one)</param> protected override SamplerPool CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId) { return new SamplerPool(context, channel.MemoryManager.Physical, address, maximumId); } } }