mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-21 08:52:01 +00:00
fbb4019ed5
* 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
76 lines
No EOL
2.4 KiB
C#
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;
|
|
}
|
|
}
|
|
} |