2019-10-13 08:02:07 +02:00
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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2019-12-30 00:26:37 +01:00
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/// <summary>
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/// Texture pool cache.
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/// This can keep multiple texture pools, and return the current one as needed.
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/// It is useful for applications that uses multiple texture pools.
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/// </summary>
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2019-10-13 08:02:07 +02:00
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class TexturePoolCache
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{
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private const int MaxCapacity = 4;
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2019-10-18 04:41:18 +02:00
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private GpuContext _context;
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2019-10-13 08:02:07 +02:00
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private LinkedList<TexturePool> _pools;
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2019-12-30 00:26:37 +01:00
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/// <summary>
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/// Constructs a new instance of the texture pool.
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/// </summary>
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2020-01-02 00:14:18 +01:00
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/// <param name="context">GPU context that the texture pool belongs to</param>
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2019-10-18 04:41:18 +02:00
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public TexturePoolCache(GpuContext context)
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2019-10-13 08:02:07 +02:00
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{
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2019-10-18 04:41:18 +02:00
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_context = context;
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2019-10-13 08:02:07 +02:00
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_pools = new LinkedList<TexturePool>();
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}
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2019-12-30 00:26:37 +01:00
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/// <summary>
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/// Finds a cache texture pool, or creates a new one if not found.
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/// </summary>
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/// <param name="address">Start address of the texture pool</param>
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/// <param name="maximumId">Maximum ID of the texture pool</param>
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/// <returns>The found or newly created texture pool</returns>
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2019-10-13 08:02:07 +02:00
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public TexturePool FindOrCreate(ulong address, int maximumId)
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{
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TexturePool pool;
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// First we try to find the pool.
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for (LinkedListNode<TexturePool> node = _pools.First; node != null; node = node.Next)
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{
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pool = node.Value;
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if (pool.Address == address)
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{
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if (pool.CacheNode != _pools.Last)
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{
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_pools.Remove(pool.CacheNode);
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pool.CacheNode = _pools.AddLast(pool);
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}
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return pool;
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}
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}
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// If not found, create a new one.
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2019-10-18 04:41:18 +02:00
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pool = new TexturePool(_context, address, maximumId);
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2019-10-13 08:02:07 +02:00
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pool.CacheNode = _pools.AddLast(pool);
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if (_pools.Count > MaxCapacity)
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{
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TexturePool oldestPool = _pools.First.Value;
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_pools.RemoveFirst();
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oldestPool.Dispose();
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oldestPool.CacheNode = null;
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}
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return pool;
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}
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}
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}
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