namespace Ryujinx.Graphics.Gpu.Image { /// <summary> /// 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. /// </summary> class TexturePoolCache : PoolCache<TexturePool> { /// <summary> /// Constructs a new instance of the texture pool. /// </summary> /// <param name="context">GPU context that the texture pool belongs to</param> public TexturePoolCache(GpuContext context) : base(context) { } /// <summary> /// Creates a new instance of the texture pool. /// </summary> /// <param name="context">GPU context that the texture pool belongs to</param> /// <param name="channel">GPU channel that the texture pool belongs to</param> /// <param name="address">Address of the texture pool in guest memory</param> /// <param name="maximumId">Maximum texture ID of the texture pool (equal to maximum textures minus one)</param> protected override TexturePool CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId) { return new TexturePool(context, channel, address, maximumId); } } }