1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-12-19 15:12:08 +00:00
Ryujinx/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs
gdkchan fbb4019ed5
Initial support for separate GPU address spaces (#2394)
* Make GPU memory manager a member of GPU channel

* Move physical memory instance to the memory manager, and the caches to the physical memory

* PR feedback
2021-06-29 19:32:02 +02:00

76 lines
No EOL
2.4 KiB
C#

using System;
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>
class TexturePoolCache
{
private const int MaxCapacity = 4;
private readonly GpuContext _context;
private readonly 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)
{
_context = context;
_pools = new LinkedList<TexturePool>();
}
/// <summary>
/// Finds a cache texture pool, or creates a new one if not found.
/// </summary>
/// <param name="channel">GPU channel that the texture pool cache belongs to</param>
/// <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>
public TexturePool FindOrCreate(GpuChannel channel, 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, channel, address, maximumId);
pool.CacheNode = _pools.AddLast(pool);
if (_pools.Count > MaxCapacity)
{
TexturePool oldestPool = _pools.First.Value;
_pools.RemoveFirst();
oldestPool.Dispose();
oldestPool.CacheNode = null;
}
return pool;
}
}
}