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* 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
30 lines
1.3 KiB
C#
30 lines
1.3 KiB
C#
namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Sampler pool cache.
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/// This can keep multiple sampler pools, and return the current one as needed.
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/// It is useful for applications that uses multiple sampler pools.
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/// </summary>
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class SamplerPoolCache : PoolCache<SamplerPool>
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{
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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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/// <param name="context">GPU context that the texture pool belongs to</param>
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public SamplerPoolCache(GpuContext context) : base(context)
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{
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}
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/// <summary>
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/// Creates a new instance of the sampler pool.
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/// </summary>
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/// <param name="context">GPU context that the sampler pool belongs to</param>
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/// <param name="channel">GPU channel that the texture pool belongs to</param>
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/// <param name="address">Address of the sampler pool in guest memory</param>
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/// <param name="maximumId">Maximum sampler ID of the sampler pool (equal to maximum samplers minus one)</param>
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protected override SamplerPool CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId)
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{
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return new SamplerPool(context, channel.MemoryManager.Physical, address, maximumId);
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}
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}
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} |