30 lines
1.3 KiB
C#
30 lines
1.3 KiB
C#
|
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);
|
||
|
}
|
||
|
}
|
||
|
}
|