3c3bcd82fe
* Add a sampler pool cache and improve texture pool cache * Increase disposal timestamp delta more to be on the safe side * Nits * Use abstract class for PoolCache, remove factory callback
162 lines
No EOL
5.2 KiB
C#
162 lines
No EOL
5.2 KiB
C#
using Ryujinx.Graphics.Gpu.Memory;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Image
|
|
{
|
|
/// <summary>
|
|
/// Sampler pool.
|
|
/// </summary>
|
|
class SamplerPool : Pool<Sampler, SamplerDescriptor>, IPool<SamplerPool>
|
|
{
|
|
private float _forcedAnisotropy;
|
|
|
|
/// <summary>
|
|
/// Linked list node used on the sampler pool cache.
|
|
/// </summary>
|
|
public LinkedListNode<SamplerPool> CacheNode { get; set; }
|
|
|
|
/// <summary>
|
|
/// Timestamp used by the sampler pool cache, updated on every use of this sampler pool.
|
|
/// </summary>
|
|
public ulong CacheTimestamp { get; set; }
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the sampler pool.
|
|
/// </summary>
|
|
/// <param name="context">GPU context that the sampler pool belongs to</param>
|
|
/// <param name="physicalMemory">Physical memory where the sampler descriptors are mapped</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>
|
|
public SamplerPool(GpuContext context, PhysicalMemory physicalMemory, ulong address, int maximumId) : base(context, physicalMemory, address, maximumId)
|
|
{
|
|
_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the sampler with the given ID.
|
|
/// </summary>
|
|
/// <param name="id">ID of the sampler. This is effectively a zero-based index</param>
|
|
/// <returns>The sampler with the given ID</returns>
|
|
public override Sampler Get(int id)
|
|
{
|
|
if ((uint)id >= Items.Length)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
if (SequenceNumber != Context.SequenceNumber)
|
|
{
|
|
if (_forcedAnisotropy != GraphicsConfig.MaxAnisotropy)
|
|
{
|
|
_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
|
|
|
|
for (int i = 0; i < Items.Length; i++)
|
|
{
|
|
if (Items[i] != null)
|
|
{
|
|
Items[i].Dispose();
|
|
|
|
Items[i] = null;
|
|
}
|
|
}
|
|
|
|
UpdateModifiedSequence();
|
|
}
|
|
|
|
SequenceNumber = Context.SequenceNumber;
|
|
|
|
SynchronizeMemory();
|
|
}
|
|
|
|
Sampler sampler = Items[id];
|
|
|
|
if (sampler == null)
|
|
{
|
|
SamplerDescriptor descriptor = GetDescriptor(id);
|
|
|
|
sampler = new Sampler(Context, descriptor);
|
|
|
|
Items[id] = sampler;
|
|
|
|
DescriptorCache[id] = descriptor;
|
|
}
|
|
|
|
return sampler;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
|
|
/// </summary>
|
|
/// <returns>A number that increments each time a modification is detected</returns>
|
|
public int CheckModified()
|
|
{
|
|
if (SequenceNumber != Context.SequenceNumber)
|
|
{
|
|
SequenceNumber = Context.SequenceNumber;
|
|
|
|
if (_forcedAnisotropy != GraphicsConfig.MaxAnisotropy)
|
|
{
|
|
_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
|
|
|
|
for (int i = 0; i < Items.Length; i++)
|
|
{
|
|
if (Items[i] != null)
|
|
{
|
|
Items[i].Dispose();
|
|
|
|
Items[i] = null;
|
|
}
|
|
}
|
|
|
|
UpdateModifiedSequence();
|
|
}
|
|
|
|
SynchronizeMemory();
|
|
}
|
|
|
|
return ModifiedSequenceNumber;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Implementation of the sampler pool range invalidation.
|
|
/// </summary>
|
|
/// <param name="address">Start address of the range of the sampler pool</param>
|
|
/// <param name="size">Size of the range being invalidated</param>
|
|
protected override void InvalidateRangeImpl(ulong address, ulong size)
|
|
{
|
|
ulong endAddress = address + size;
|
|
|
|
for (; address < endAddress; address += DescriptorSize)
|
|
{
|
|
int id = (int)((address - Address) / DescriptorSize);
|
|
|
|
Sampler sampler = Items[id];
|
|
|
|
if (sampler != null)
|
|
{
|
|
SamplerDescriptor descriptor = GetDescriptor(id);
|
|
|
|
// If the descriptors are the same, the sampler is still valid.
|
|
if (descriptor.Equals(ref DescriptorCache[id]))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sampler.Dispose();
|
|
|
|
Items[id] = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Deletes a given sampler pool entry.
|
|
/// The host memory used by the sampler is released by the driver.
|
|
/// </summary>
|
|
/// <param name="item">The entry to be deleted</param>
|
|
protected override void Delete(Sampler item)
|
|
{
|
|
item?.Dispose();
|
|
}
|
|
}
|
|
} |