using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
///
/// Resource pool interface.
///
/// Resource pool type
interface IPool
{
///
/// Start address of the pool in memory.
///
ulong Address { get; }
///
/// Linked list node used on the texture pool cache.
///
LinkedListNode CacheNode { get; set; }
///
/// Timestamp set on the last use of the pool by the cache.
///
ulong CacheTimestamp { get; set; }
}
///
/// Pool cache.
/// This can keep multiple pools, and return the current one as needed.
///
abstract class PoolCache : IDisposable where T : IPool, IDisposable
{
private const int MaxCapacity = 2;
private const ulong MinDeltaForRemoval = 20000;
private readonly GpuContext _context;
private readonly LinkedList _pools;
private ulong _currentTimestamp;
///
/// Constructs a new instance of the pool.
///
/// GPU context that the texture pool belongs to
public PoolCache(GpuContext context)
{
_context = context;
_pools = new LinkedList();
}
///
/// Increments the internal timestamp of the cache that is used to decide when old resources will be deleted.
///
public void Tick()
{
_currentTimestamp++;
}
///
/// Finds a cache texture pool, or creates a new one if not found.
///
/// GPU channel that the texture pool cache belongs to
/// Start address of the texture pool
/// Maximum ID of the texture pool
/// The found or newly created texture pool
public T FindOrCreate(GpuChannel channel, ulong address, int maximumId)
{
// Remove old entries from the cache, if possible.
while (_pools.Count > MaxCapacity && (_currentTimestamp - _pools.First.Value.CacheTimestamp) >= MinDeltaForRemoval)
{
T oldestPool = _pools.First.Value;
_pools.RemoveFirst();
oldestPool.Dispose();
oldestPool.CacheNode = null;
}
T pool;
// Try to find the pool on the cache.
for (LinkedListNode 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);
}
pool.CacheTimestamp = _currentTimestamp;
return pool;
}
}
// If not found, create a new one.
pool = CreatePool(_context, channel, address, maximumId);
pool.CacheNode = _pools.AddLast(pool);
pool.CacheTimestamp = _currentTimestamp;
return pool;
}
///
/// Creates a new instance of the pool.
///
/// GPU context that the pool belongs to
/// GPU channel that the pool belongs to
/// Address of the pool in guest memory
/// Maximum ID of the pool (equal to maximum minus one)
protected abstract T CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId);
public void Dispose()
{
foreach (T pool in _pools)
{
pool.Dispose();
pool.CacheNode = null;
}
_pools.Clear();
}
}
}