using System.Collections.Generic; namespace Ryujinx.Graphics.Gpu.Image { /// /// 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. /// class TexturePoolCache { private const int MaxCapacity = 4; private GpuContext _context; private LinkedList _pools; /// /// Constructs a new instance of the texture pool. /// /// GPU context that the texture pool belongs to public TexturePoolCache(GpuContext context) { _context = context; _pools = new LinkedList(); } /// /// Finds a cache texture pool, or creates a new one if not found. /// /// Start address of the texture pool /// Maximum ID of the texture pool /// The found or newly created texture pool public TexturePool FindOrCreate(ulong address, int maximumId) { TexturePool pool; // First we try to find the pool. 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); } return pool; } } // If not found, create a new one. pool = new TexturePool(_context, 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; } /// /// Invalidates a memory range of all intersecting texture pools on the cache. /// /// Start address of the range to invalidate /// Size of the range to invalidate public void InvalidateRange(ulong address, ulong size) { for (LinkedListNode node = _pools.First; node != null; node = node.Next) { TexturePool pool = node.Value; pool.InvalidateRange(address, size); } } } }