diff --git a/Ryujinx.Graphics.Gpu/Engine/Compute.cs b/Ryujinx.Graphics.Gpu/Engine/Compute.cs
index be317a7f4d..a7f6ec0636 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Compute.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Compute.cs
@@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                 ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
                 ulong size = (ulong)qmd.ConstantBufferSize(index);
 
-                BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
+                state.Channel.BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
             }
 
             ShaderBundle cs = ShaderCache.GetComputeShader(
@@ -57,9 +57,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
             var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
             var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
 
-            TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);
-            TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
-            TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
+            state.Channel.TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);
+            state.Channel.TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
+            state.Channel.TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
 
             ShaderProgramInfo info = cs.Shaders[0].Info;
 
@@ -76,7 +76,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                     continue;
                 }
 
-                ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
+                ulong cbDescAddress = state.Channel.BufferManager.GetComputeUniformBufferAddress(0);
 
                 int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;
 
@@ -84,14 +84,14 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
                 SbDescriptor cbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(cbDescAddress);
 
-                BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
+                state.Channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
             }
 
             for (int index = 0; index < info.SBuffers.Count; index++)
             {
                 BufferDescriptor sb = info.SBuffers[index];
 
-                ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
+                ulong sbDescAddress = state.Channel.BufferManager.GetComputeUniformBufferAddress(0);
 
                 int sbDescOffset = 0x310 + sb.Slot * 0x10;
 
@@ -99,11 +99,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
                 SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
 
-                BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
+                state.Channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
             }
 
-            BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
-            BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
+            state.Channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
+            state.Channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
 
             var textureBindings = new TextureBindingInfo[info.Textures.Count];
 
@@ -121,7 +121,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                     descriptor.Flags);
             }
 
-            TextureManager.SetComputeTextures(textureBindings);
+            state.Channel.TextureManager.SetComputeTextures(textureBindings);
 
             var imageBindings = new TextureBindingInfo[info.Images.Count];
 
@@ -141,10 +141,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
                     descriptor.Flags);
             }
 
-            TextureManager.SetComputeImages(imageBindings);
+            state.Channel.TextureManager.SetComputeImages(imageBindings);
 
-            TextureManager.CommitComputeBindings();
-            BufferManager.CommitComputeBindings();
+            state.Channel.TextureManager.CommitComputeBindings();
+            state.Channel.BufferManager.CommitComputeBindings();
 
             _context.Renderer.Pipeline.DispatchCompute(
                 qmd.CtaRasterWidth,
diff --git a/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs b/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs
index d0fcf14212..0e284ac560 100644
--- a/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoDevice.cs
@@ -25,6 +25,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
         /// </summary>
         private struct CommandBuffer
         {
+            /// <summary>
+            /// Processor used to process the command buffer. Contains channel state.
+            /// </summary>
+            public GPFifoProcessor Processor;
+
             /// <summary>
             /// The type of the command buffer.
             /// </summary>
@@ -60,11 +65,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
         private readonly ConcurrentQueue<CommandBuffer> _commandBufferQueue;
 
         private CommandBuffer _currentCommandBuffer;
+        private GPFifoProcessor _prevChannelProcessor;
 
         private readonly bool _ibEnable;
         private readonly GpuContext _context;
         private readonly AutoResetEvent _event;
-        private readonly GPFifoProcessor _processor;
 
         private bool _interrupt;
 
@@ -78,8 +83,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
             _ibEnable = true;
             _context = context;
             _event = new AutoResetEvent(false);
-
-            _processor = new GPFifoProcessor(context);
         }
 
         /// <summary>
@@ -94,11 +97,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
         /// Push a GPFIFO entry in the form of a prefetched command buffer.
         /// It is intended to be used by nvservices to handle special cases.
         /// </summary>
+        /// <param name="processor">Processor used to process <paramref name="commandBuffer"/></param>
         /// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
-        public void PushHostCommandBuffer(int[] commandBuffer)
+        internal void PushHostCommandBuffer(GPFifoProcessor processor, int[] commandBuffer)
         {
             _commandBufferQueue.Enqueue(new CommandBuffer
             {
+                Processor = processor,
                 Type = CommandBufferType.Prefetch,
                 Words = commandBuffer,
                 EntryAddress = ulong.MaxValue,
@@ -109,9 +114,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
         /// <summary>
         /// Create a CommandBuffer from a GPFIFO entry.
         /// </summary>
+        /// <param name="processor">Processor used to process the command buffer pointed to by <paramref name="entry"/></param>
         /// <param name="entry">The GPFIFO entry</param>
         /// <returns>A new CommandBuffer based on the GPFIFO entry</returns>
-        private CommandBuffer CreateCommandBuffer(GPEntry entry)
+        private static CommandBuffer CreateCommandBuffer(GPFifoProcessor processor, GPEntry entry)
         {
             CommandBufferType type = CommandBufferType.Prefetch;
 
@@ -124,6 +130,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
 
             return new CommandBuffer
             {
+                Processor = processor,
                 Type = type,
                 Words = null,
                 EntryAddress = startAddress,
@@ -134,8 +141,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
         /// <summary>
         /// Pushes GPFIFO entries.
         /// </summary>
+        /// <param name="processor">Processor used to process the command buffers pointed to by <paramref name="entries"/></param>
         /// <param name="entries">GPFIFO entries</param>
-        public void PushEntries(ReadOnlySpan<ulong> entries)
+        internal void PushEntries(GPFifoProcessor processor, ReadOnlySpan<ulong> entries)
         {
             bool beforeBarrier = true;
 
@@ -143,7 +151,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
             {
                 ulong entry = entries[index];
 
-                CommandBuffer commandBuffer = CreateCommandBuffer(Unsafe.As<ulong, GPEntry>(ref entry));
+                CommandBuffer commandBuffer = CreateCommandBuffer(processor, Unsafe.As<ulong, GPEntry>(ref entry));
 
                 if (beforeBarrier && commandBuffer.Type == CommandBufferType.Prefetch)
                 {
@@ -173,12 +181,24 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
         /// </summary>
         public void DispatchCalls()
         {
+            // Use this opportunity to also dispose any pending channels that were closed.
+            _context.DisposePendingChannels();
+
+            // Process command buffers.
             while (_ibEnable && !_interrupt && _commandBufferQueue.TryDequeue(out CommandBuffer entry))
             {
                 _currentCommandBuffer = entry;
                 _currentCommandBuffer.Fetch(_context);
 
-                _processor.Process(_currentCommandBuffer.Words);
+                // If we are changing the current channel,
+                // we need to force all the host state to be updated.
+                if (_prevChannelProcessor != entry.Processor)
+                {
+                    _prevChannelProcessor = entry.Processor;
+                    entry.Processor.ForceAllDirty();
+                }
+
+                entry.Processor.Process(_currentCommandBuffer.Words);
             }
 
             _interrupt = false;
diff --git a/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs b/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs
index 78912bcc55..dc8a1c75db 100644
--- a/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs
@@ -35,7 +35,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
         /// Creates a new instance of the GPU General Purpose FIFO command processor.
         /// </summary>
         /// <param name="context">GPU context</param>
-        public GPFifoProcessor(GpuContext context)
+        /// <param name="channel">Channel that the GPFIFO processor belongs to</param>
+        public GPFifoProcessor(GpuContext context, GpuChannel channel)
         {
             _context = context;
 
@@ -44,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
 
             for (int index = 0; index < _subChannels.Length; index++)
             {
-                _subChannels[index] = new GpuState();
+                _subChannels[index] = new GpuState(channel);
 
                 _context.Methods.RegisterCallbacks(_subChannels[index]);
             }
@@ -186,5 +187,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
                 _subChannels[i].ShadowRamControl = control;
             }
         }
+
+        /// <summary>
+        /// Forces a full host state update by marking all state as modified,
+        /// and also requests all GPU resources in use to be rebound.
+        /// </summary>
+        public void ForceAllDirty()
+        {
+            for (int index = 0; index < _subChannels.Length; index++)
+            {
+                _subChannels[index].ForceAllDirty();
+            }
+        }
     }
 }
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodClear.cs b/Ryujinx.Graphics.Gpu/Engine/MethodClear.cs
index ea33304a0b..5f6316dcb3 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodClear.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodClear.cs
@@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
             UpdateRenderTargetState(state, useControl: false, singleUse: index);
 
-            TextureManager.UpdateRenderTargets();
+            state.Channel.TextureManager.UpdateRenderTargets();
 
             bool clearDepth   = (argument & 1) != 0;
             bool clearStencil = (argument & 2) != 0;
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodCopyBuffer.cs b/Ryujinx.Graphics.Gpu/Engine/MethodCopyBuffer.cs
index a1cf86ec60..c4d8a83d7c 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodCopyBuffer.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodCopyBuffer.cs
@@ -112,7 +112,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
                 if (completeSource && completeDest)
                 {
-                    Image.Texture target = TextureManager.FindTexture(dst, cbp, swizzle, dstLinear);
+                    Image.Texture target = TextureCache.FindTexture(dst, cbp, swizzle, dstLinear);
                     if (target != null)
                     {
                         ReadOnlySpan<byte> data;
@@ -209,13 +209,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
                     swizzle.UnpackComponentSize() == 4)
                 {
                     // Fast path for clears when remap is enabled.
-                    BufferManager.ClearBuffer(cbp.DstAddress, (uint)size * 4, state.Get<uint>(MethodOffset.CopyBufferConstA));
+                    BufferCache.ClearBuffer(cbp.DstAddress, (uint)size * 4, state.Get<uint>(MethodOffset.CopyBufferConstA));
                 }
                 else
                 {
                     // TODO: Implement remap functionality.
                     // Buffer to buffer copy.
-                    BufferManager.CopyBuffer(cbp.SrcAddress, cbp.DstAddress, (uint)size);
+                    BufferCache.CopyBuffer(cbp.SrcAddress, cbp.DstAddress, (uint)size);
                 }
             }
         }
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodCopyTexture.cs b/Ryujinx.Graphics.Gpu/Engine/MethodCopyTexture.cs
index da08f31a1c..d057026264 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodCopyTexture.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodCopyTexture.cs
@@ -80,7 +80,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                 srcX1 = 0;
             }
 
-            Texture srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, offset, srcCopyTextureFormat, true, srcHint);
+            Texture srcTexture = TextureCache.FindOrCreateTexture(srcCopyTexture, offset, srcCopyTextureFormat, true, srcHint);
 
             if (srcTexture == null)
             {
@@ -101,7 +101,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                 dstCopyTextureFormat = dstCopyTexture.Format.Convert();
             }
 
-            Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture, 0, dstCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled, dstHint);
+            Texture dstTexture = TextureCache.FindOrCreateTexture(dstCopyTexture, 0, dstCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled, dstHint);
 
             if (dstTexture == null)
             {
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs b/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs
index 88f2e8fe99..fec1cc4657 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs
@@ -109,7 +109,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
                 BufferRange br = new BufferRange(_ibStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
 
-                _context.Methods.BufferManager.SetIndexBuffer(br, IndexType.UInt);
+                state.Channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
 
                 _context.Renderer.Pipeline.DrawIndexed(
                     inlineIndexCount,
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs b/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
index 16fb31d693..33533e8ba2 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
@@ -74,11 +74,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
                 ulong address = uniformBuffer.Address.Pack();
 
-                BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
+                state.Channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
             }
             else
             {
-                BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
+                state.Channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
             }
         }
     }
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferUpdate.cs b/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferUpdate.cs
index 3e1dd15180..981d2e9430 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferUpdate.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferUpdate.cs
@@ -20,7 +20,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
         {
             if (_ubFollowUpAddress != 0)
             {
-                BufferManager.ForceDirty(_ubFollowUpAddress - _ubByteCount, _ubByteCount);
+                BufferCache.ForceDirty(_ubFollowUpAddress - _ubByteCount, _ubByteCount);
 
                 _ubFollowUpAddress = 0;
             }
diff --git a/Ryujinx.Graphics.Gpu/Engine/Methods.cs b/Ryujinx.Graphics.Gpu/Engine/Methods.cs
index 431ea44967..39b3d13c40 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Methods.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Methods.cs
@@ -30,12 +30,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
         /// <summary>
         /// GPU buffer manager.
         /// </summary>
-        public BufferManager BufferManager { get; }
+        public BufferCache BufferCache { get; }
 
         /// <summary>
         /// GPU texture manager.
         /// </summary>
-        public TextureManager TextureManager { get; }
+        public TextureCache TextureCache { get; }
 
         private bool _isAnyVbInstanced;
         private bool _vsUsesInstanceId;
@@ -57,12 +57,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
             _currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
 
-            BufferManager  = new BufferManager(context);
-            TextureManager = new TextureManager(context);
+            BufferCache  = new BufferCache(context);
+            TextureCache = new TextureCache(context);
 
             context.MemoryManager.MemoryUnmapped += _counterCache.MemoryUnmappedHandler;
-            context.MemoryManager.MemoryUnmapped += TextureManager.MemoryUnmappedHandler;
-            context.MemoryManager.MemoryUnmapped += BufferManager.MemoryUnmappedHandler;
+            context.MemoryManager.MemoryUnmapped += TextureCache.MemoryUnmappedHandler;
+            context.MemoryManager.MemoryUnmapped += BufferCache.MemoryUnmappedHandler;
         }
 
         /// <summary>
@@ -280,7 +280,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                 UpdateLogicOpState(state);
             }
 
-            CommitBindings();
+            CommitBindings(state);
 
             if (tfEnable && !_prevTfEnable)
             {
@@ -303,18 +303,20 @@ namespace Ryujinx.Graphics.Gpu.Engine
         /// Ensures that the bindings are visible to the host GPU.
         /// Note: this actually performs the binding using the host graphics API.
         /// </summary>
-        private void CommitBindings()
+        /// <param name="state">Current GPU state</param>
+        private void CommitBindings(GpuState state)
         {
-            UpdateStorageBuffers();
+            UpdateStorageBuffers(state);
 
-            TextureManager.CommitGraphicsBindings();
-            BufferManager.CommitGraphicsBindings();
+            state.Channel.TextureManager.CommitGraphicsBindings();
+            state.Channel.BufferManager.CommitGraphicsBindings();
         }
 
         /// <summary>
         /// Updates storage buffer bindings.
         /// </summary>
-        private void UpdateStorageBuffers()
+        /// <param name="state">Current GPU state</param>
+        private void UpdateStorageBuffers(GpuState state)
         {
             for (int stage = 0; stage < _currentProgramInfo.Length; stage++)
             {
@@ -329,7 +331,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                 {
                     BufferDescriptor sb = info.SBuffers[index];
 
-                    ulong sbDescAddress = BufferManager.GetGraphicsUniformBufferAddress(stage, 0);
+                    ulong sbDescAddress = state.Channel.BufferManager.GetGraphicsUniformBufferAddress(stage, 0);
 
                     int sbDescOffset = 0x110 + stage * 0x100 + sb.Slot * 0x10;
 
@@ -337,7 +339,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
                     SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
 
-                    BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
+                    state.Channel.BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
                 }
             }
         }
@@ -372,14 +374,14 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
                 if (index >= count || !IsRtEnabled(colorState))
                 {
-                    changedScale |= TextureManager.SetRenderTargetColor(index, null);
+                    changedScale |= state.Channel.TextureManager.SetRenderTargetColor(index, null);
 
                     continue;
                 }
 
-                Texture color = TextureManager.FindOrCreateTexture(colorState, samplesInX, samplesInY, sizeHint);
+                Texture color = TextureCache.FindOrCreateTexture(colorState, samplesInX, samplesInY, sizeHint);
 
-                changedScale |= TextureManager.SetRenderTargetColor(index, color);
+                changedScale |= state.Channel.TextureManager.SetRenderTargetColor(index, color);
             }
 
             bool dsEnable = state.Get<Boolean32>(MethodOffset.RtDepthStencilEnable);
@@ -391,15 +393,15 @@ namespace Ryujinx.Graphics.Gpu.Engine
                 var dsState = state.Get<RtDepthStencilState>(MethodOffset.RtDepthStencilState);
                 var dsSize  = state.Get<Size3D>(MethodOffset.RtDepthStencilSize);
 
-                depthStencil = TextureManager.FindOrCreateTexture(dsState, dsSize, samplesInX, samplesInY, sizeHint);
+                depthStencil = TextureCache.FindOrCreateTexture(dsState, dsSize, samplesInX, samplesInY, sizeHint);
             }
 
-            changedScale |= TextureManager.SetRenderTargetDepthStencil(depthStencil);
+            changedScale |= state.Channel.TextureManager.SetRenderTargetDepthStencil(depthStencil);
 
             if (changedScale)
             {
-                TextureManager.UpdateRenderTargetScale(singleUse);
-                _context.Renderer.Pipeline.SetRenderTargetScale(TextureManager.RenderTargetScale);
+                state.Channel.TextureManager.UpdateRenderTargetScale(singleUse);
+                _context.Renderer.Pipeline.SetRenderTargetScale(state.Channel.TextureManager.RenderTargetScale);
 
                 UpdateViewportTransform(state);
                 UpdateScissorState(state);
@@ -436,7 +438,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                     int width = scissor.X2 - x;
                     int height = scissor.Y2 - y;
 
-                    float scale = TextureManager.RenderTargetScale;
+                    float scale = state.Channel.TextureManager.RenderTargetScale;
                     if (scale != 1f)
                     {
                         x = (int)(x * scale);
@@ -545,7 +547,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                 float width  = scaleX * 2;
                 float height = scaleY * 2;
 
-                float scale = TextureManager.RenderTargetScale;
+                float scale = state.Channel.TextureManager.RenderTargetScale;
                 if (scale != 1f)
                 {
                     x *= scale;
@@ -670,7 +672,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                 ? texturePool.MaximumId
                 : samplerPool.MaximumId;
 
-            TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
+            state.Channel.TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
         }
 
         /// <summary>
@@ -681,9 +683,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
         {
             var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
 
-            TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
-
-            TextureManager.SetGraphicsTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
+            state.Channel.TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
+            state.Channel.TextureManager.SetGraphicsTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
         }
 
         /// <summary>
@@ -771,7 +772,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                 case IndexType.UInt:   size *= 4; break;
             }
 
-            BufferManager.SetIndexBuffer(gpuVa, size, indexBuffer.Type);
+            state.Channel.BufferManager.SetIndexBuffer(gpuVa, size, indexBuffer.Type);
 
             // The index buffer affects the vertex buffer size calculation, we
             // need to ensure that they are updated.
@@ -792,7 +793,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
                 if (!vertexBuffer.UnpackEnable())
                 {
-                    BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);
+                    state.Channel.BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);
 
                     continue;
                 }
@@ -828,7 +829,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                     size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
                 }
 
-                BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
+                state.Channel.BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
             }
         }
 
@@ -1017,10 +1018,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
                 if (info == null)
                 {
-                    TextureManager.SetGraphicsTextures(stage, Array.Empty<TextureBindingInfo>());
-                    TextureManager.SetGraphicsImages(stage, Array.Empty<TextureBindingInfo>());
-                    BufferManager.SetGraphicsStorageBufferBindings(stage, null);
-                    BufferManager.SetGraphicsUniformBufferBindings(stage, null);
+                    state.Channel.TextureManager.SetGraphicsTextures(stage, Array.Empty<TextureBindingInfo>());
+                    state.Channel.TextureManager.SetGraphicsImages(stage, Array.Empty<TextureBindingInfo>());
+                    state.Channel.BufferManager.SetGraphicsStorageBufferBindings(stage, null);
+                    state.Channel.BufferManager.SetGraphicsUniformBufferBindings(stage, null);
                     continue;
                 }
 
@@ -1040,7 +1041,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
                         descriptor.Flags);
                 }
 
-                TextureManager.SetGraphicsTextures(stage, textureBindings);
+                state.Channel.TextureManager.SetGraphicsTextures(stage, textureBindings);
 
                 var imageBindings = new TextureBindingInfo[info.Images.Count];
 
@@ -1060,10 +1061,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
                         descriptor.Flags);
                 }
 
-                TextureManager.SetGraphicsImages(stage, imageBindings);
+                state.Channel.TextureManager.SetGraphicsImages(stage, imageBindings);
 
-                BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
-                BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);
+                state.Channel.BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
+                state.Channel.BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);
 
                 if (info.SBuffers.Count != 0)
                 {
@@ -1076,8 +1077,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
                 }
             }
 
-            BufferManager.SetGraphicsStorageBufferBindingsCount(storageBufferBindingsCount);
-            BufferManager.SetGraphicsUniformBufferBindingsCount(uniformBufferBindingsCount);
+            state.Channel.BufferManager.SetGraphicsStorageBufferBindingsCount(storageBufferBindingsCount);
+            state.Channel.BufferManager.SetGraphicsUniformBufferBindingsCount(uniformBufferBindingsCount);
 
             _context.Renderer.Pipeline.SetProgram(gs.HostProgram);
         }
@@ -1094,12 +1095,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
 
                 if (!tfb.Enable)
                 {
-                    BufferManager.SetTransformFeedbackBuffer(index, 0, 0);
+                    state.Channel.BufferManager.SetTransformFeedbackBuffer(index, 0, 0);
 
                     continue;
                 }
 
-                BufferManager.SetTransformFeedbackBuffer(index, tfb.Address.Pack(), (uint)tfb.Size);
+                state.Channel.BufferManager.SetTransformFeedbackBuffer(index, tfb.Address.Pack(), (uint)tfb.Size);
             }
         }
 
diff --git a/Ryujinx.Graphics.Gpu/GpuChannel.cs b/Ryujinx.Graphics.Gpu/GpuChannel.cs
new file mode 100644
index 0000000000..7914344905
--- /dev/null
+++ b/Ryujinx.Graphics.Gpu/GpuChannel.cs
@@ -0,0 +1,78 @@
+using Ryujinx.Graphics.Gpu.Engine.GPFifo;
+using Ryujinx.Graphics.Gpu.Image;
+using Ryujinx.Graphics.Gpu.Memory;
+using System;
+
+namespace Ryujinx.Graphics.Gpu
+{
+    /// <summary>
+    /// Represents a GPU channel.
+    /// </summary>
+    public class GpuChannel : IDisposable
+    {
+        private readonly GpuContext _context;
+        private readonly GPFifoDevice _device;
+        private readonly GPFifoProcessor _processor;
+
+        /// <summary>
+        /// Channel buffer bindings manager.
+        /// </summary>
+        internal BufferManager BufferManager { get; }
+
+        /// <summary>
+        /// Channel texture bindings manager.
+        /// </summary>
+        internal TextureManager TextureManager { get; }
+
+        /// <summary>
+        /// Creates a new instance of a GPU channel.
+        /// </summary>
+        /// <param name="context">GPU context that the channel belongs to</param>
+        internal GpuChannel(GpuContext context)
+        {
+            _context = context;
+            _device = context.GPFifo;
+            _processor = new GPFifoProcessor(context, this);
+            BufferManager = new BufferManager(context);
+            TextureManager = new TextureManager(context, this);
+        }
+
+        /// <summary>
+        /// Push a GPFIFO entry in the form of a prefetched command buffer.
+        /// It is intended to be used by nvservices to handle special cases.
+        /// </summary>
+        /// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
+        public void PushHostCommandBuffer(int[] commandBuffer)
+        {
+            _device.PushHostCommandBuffer(_processor, commandBuffer);
+        }
+
+        /// <summary>
+        /// Pushes GPFIFO entries.
+        /// </summary>
+        /// <param name="entries">GPFIFO entries</param>
+        public void PushEntries(ReadOnlySpan<ulong> entries)
+        {
+            _device.PushEntries(_processor, entries);
+        }
+
+        /// <summary>
+        /// Disposes the GPU channel.
+        /// It's an error to use the GPU channel after disposal.
+        /// </summary>
+        public void Dispose()
+        {
+            _context.DisposedChannels.Enqueue(this);
+        }
+
+        /// <summary>
+        /// Performs disposal of the host GPU resources used by this channel, that are not shared.
+        /// This must only be called from the render thread.
+        /// </summary>
+        internal void Destroy()
+        {
+            BufferManager.Dispose();
+            TextureManager.Dispose();
+        }
+    }
+}
diff --git a/Ryujinx.Graphics.Gpu/GpuContext.cs b/Ryujinx.Graphics.Gpu/GpuContext.cs
index a9386ce5cd..2ba832bb95 100644
--- a/Ryujinx.Graphics.Gpu/GpuContext.cs
+++ b/Ryujinx.Graphics.Gpu/GpuContext.cs
@@ -72,6 +72,11 @@ namespace Ryujinx.Graphics.Gpu
         /// </summary>
         internal List<Action> SyncActions { get; }
 
+        /// <summary>
+        /// Queue with closed channels for deferred disposal from the render thread.
+        /// </summary>
+        internal Queue<GpuChannel> DisposedChannels { get; }
+
         private readonly Lazy<Capabilities> _caps;
 
         /// <summary>
@@ -111,6 +116,13 @@ namespace Ryujinx.Graphics.Gpu
             HostInitalized = new ManualResetEvent(false);
 
             SyncActions = new List<Action>();
+
+            DisposedChannels = new Queue<GpuChannel>();
+        }
+
+        public GpuChannel CreateChannel()
+        {
+            return new GpuChannel(this);
         }
 
         /// <summary>
@@ -173,6 +185,18 @@ namespace Ryujinx.Graphics.Gpu
             }
         }
 
+        /// <summary>
+        /// Performs deferred disposal of closed channels.
+        /// This must only be called from the render thread.
+        /// </summary>
+        internal void DisposePendingChannels()
+        {
+            while (DisposedChannels.TryDequeue(out GpuChannel channel))
+            {
+                channel.Destroy();
+            }
+        }
+
         /// <summary>
         /// Disposes all GPU resources currently cached.
         /// It's an error to push any GPU commands after disposal.
@@ -181,9 +205,10 @@ namespace Ryujinx.Graphics.Gpu
         /// </summary>
         public void Dispose()
         {
+            DisposePendingChannels();
             Methods.ShaderCache.Dispose();
-            Methods.BufferManager.Dispose();
-            Methods.TextureManager.Dispose();
+            Methods.BufferCache.Dispose();
+            Methods.TextureCache.Dispose();
             Renderer.Dispose();
             GPFifo.Dispose();
             HostInitalized.Dispose();
diff --git a/Ryujinx.Graphics.Gpu/Image/Texture.cs b/Ryujinx.Graphics.Gpu/Image/Texture.cs
index 6f720f4c18..0948c494b3 100644
--- a/Ryujinx.Graphics.Gpu/Image/Texture.cs
+++ b/Ryujinx.Graphics.Gpu/Image/Texture.cs
@@ -218,7 +218,7 @@ namespace Ryujinx.Graphics.Gpu.Image
             {
                 Debug.Assert(!isView);
 
-                TextureCreateInfo createInfo = TextureManager.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
+                TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
                 HostTexture = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
 
                 SynchronizeMemory(); // Load the data.
@@ -242,7 +242,7 @@ namespace Ryujinx.Graphics.Gpu.Image
                         ScaleFactor = GraphicsConfig.ResScale;
                     }
 
-                    TextureCreateInfo createInfo = TextureManager.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
+                    TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
                     HostTexture = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
                 }
             }
@@ -284,7 +284,7 @@ namespace Ryujinx.Graphics.Gpu.Image
                 ScaleFactor,
                 ScaleMode);
 
-            TextureCreateInfo createInfo = TextureManager.GetCreateInfo(info, _context.Capabilities, ScaleFactor);
+            TextureCreateInfo createInfo = TextureCache.GetCreateInfo(info, _context.Capabilities, ScaleFactor);
             texture.HostTexture = HostTexture.CreateView(createInfo, firstLayer, firstLevel);
 
             _viewStorage.AddView(texture);
@@ -453,7 +453,7 @@ namespace Ryujinx.Graphics.Gpu.Image
                 Info.SwizzleB,
                 Info.SwizzleA));
 
-            TextureCreateInfo createInfo = TextureManager.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
+            TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
 
             if (_viewStorage != this)
             {
@@ -511,7 +511,7 @@ namespace Ryujinx.Graphics.Gpu.Image
         {
             if (storage == null)
             {
-                TextureCreateInfo createInfo = TextureManager.GetCreateInfo(Info, _context.Capabilities, scale);
+                TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, scale);
                 storage = _context.Renderer.CreateTexture(createInfo, scale);
             }
 
@@ -558,7 +558,7 @@ namespace Ryujinx.Graphics.Gpu.Image
                     Logger.Debug?.Print(LogClass.Gpu, $"  Recreating view {Info.Width}x{Info.Height} {Info.FormatInfo.Format.ToString()}.");
                     view.ScaleFactor = scale;
 
-                    TextureCreateInfo viewCreateInfo = TextureManager.GetCreateInfo(view.Info, _context.Capabilities, scale);
+                    TextureCreateInfo viewCreateInfo = TextureCache.GetCreateInfo(view.Info, _context.Capabilities, scale);
                     ITexture newView = HostTexture.CreateView(viewCreateInfo, view.FirstLayer - FirstLayer, view.FirstLevel - FirstLevel);
 
                     view.ReplaceStorage(newView);
@@ -1134,7 +1134,7 @@ namespace Ryujinx.Graphics.Gpu.Image
 
                 foreach (Texture view in viewCopy)
                 {
-                    TextureCreateInfo createInfo = TextureManager.GetCreateInfo(view.Info, _context.Capabilities, ScaleFactor);
+                    TextureCreateInfo createInfo = TextureCache.GetCreateInfo(view.Info, _context.Capabilities, ScaleFactor);
 
                     ITexture newView = parent.HostTexture.CreateView(createInfo, view.FirstLayer + firstLayer, view.FirstLevel + firstLevel);
 
@@ -1280,7 +1280,7 @@ namespace Ryujinx.Graphics.Gpu.Image
                     _viewStorage.RemoveView(this);
                 }
 
-                _context.Methods.TextureManager.RemoveTextureFromCache(this);
+                _context.Methods.TextureCache.RemoveTextureFromCache(this);
             }
 
             Debug.Assert(newRefCount >= 0);
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs b/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
index d96d2b2a6e..3689975d4a 100644
--- a/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
@@ -16,9 +16,9 @@ namespace Ryujinx.Graphics.Gpu.Image
         private const int SlotHigh = 16;
         private const int SlotMask = (1 << SlotHigh) - 1;
 
-        private GpuContext _context;
+        private readonly GpuContext _context;
 
-        private bool _isCompute;
+        private readonly bool _isCompute;
 
         private SamplerPool _samplerPool;
 
@@ -27,10 +27,11 @@ namespace Ryujinx.Graphics.Gpu.Image
         private ulong _texturePoolAddress;
         private int   _texturePoolMaximumId;
 
-        private TexturePoolCache _texturePoolCache;
+        private readonly GpuChannel _channel;
+        private readonly TexturePoolCache _texturePoolCache;
 
-        private TextureBindingInfo[][] _textureBindings;
-        private TextureBindingInfo[][] _imageBindings;
+        private readonly TextureBindingInfo[][] _textureBindings;
+        private readonly TextureBindingInfo[][] _imageBindings;
 
         private struct TextureStatePerStage
         {
@@ -38,26 +39,28 @@ namespace Ryujinx.Graphics.Gpu.Image
             public ISampler Sampler;
         }
 
-        private TextureStatePerStage[][] _textureState;
-        private TextureStatePerStage[][] _imageState;
+        private readonly TextureStatePerStage[][] _textureState;
+        private readonly TextureStatePerStage[][] _imageState;
 
         private int _textureBufferIndex;
 
         private bool _rebind;
 
-        private float[] _scales;
+        private readonly float[] _scales;
         private bool _scaleChanged;
 
         /// <summary>
         /// Constructs a new instance of the texture bindings manager.
         /// </summary>
         /// <param name="context">The GPU context that the texture bindings manager belongs to</param>
-        /// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
+        /// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
+        /// <param name="poolCache">Texture pools cache used to get texture pools from</param>
         /// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
-        public TextureBindingsManager(GpuContext context, TexturePoolCache texturePoolCache, bool isCompute)
+        public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, bool isCompute)
         {
             _context          = context;
-            _texturePoolCache = texturePoolCache;
+            _channel          = channel;
+            _texturePoolCache = poolCache;
             _isCompute        = isCompute;
 
             int stages = isCompute ? 1 : Constants.ShaderStages;
@@ -174,11 +177,9 @@ namespace Ryujinx.Graphics.Gpu.Image
 
                         float scale = texture.ScaleFactor;
 
-                        TextureManager manager = _context.Methods.TextureManager;
-
                         if (scale != 1)
                         {
-                            Texture activeTarget = manager.GetAnyRenderTarget();
+                            Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget();
 
                             if (activeTarget != null && activeTarget.Info.Width / (float)texture.Info.Width == activeTarget.Info.Height / (float)texture.Info.Height)
                             {
@@ -319,7 +320,7 @@ namespace Ryujinx.Graphics.Gpu.Image
                     // Ensure that the buffer texture is using the correct buffer as storage.
                     // Buffers are frequently re-created to accomodate larger data, so we need to re-bind
                     // to ensure we're not using a old buffer that was already deleted.
-                    _context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
+                    _channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
                 }
 
                 Sampler sampler = _samplerPool.Get(samplerId);
@@ -392,7 +393,7 @@ namespace Ryujinx.Graphics.Gpu.Image
                         format = texture.Format;
                     }
 
-                    _context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
+                    _channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
                 }
                 else if (isStore)
                 {
@@ -454,10 +455,10 @@ namespace Ryujinx.Graphics.Gpu.Image
         /// <returns>The packed texture and sampler ID (the real texture handle)</returns>
         private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
         {
-            var bufferManager = _context.Methods.BufferManager;
+            var bufferManager = _context.Methods.BufferCache;
             ulong textureBufferAddress = _isCompute
-                ? bufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
-                : bufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
+                ? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
+                : _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
 
             int handle = _context.PhysicalMemory.Read<int>(textureBufferAddress + (ulong)(wordOffset & HandleMask) * 4);
 
@@ -470,8 +471,8 @@ namespace Ryujinx.Graphics.Gpu.Image
             if (wordOffset >> HandleHigh != 0)
             {
                 ulong samplerBufferAddress = _isCompute
-                    ? bufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
-                    : bufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
+                    ? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
+                    : _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
 
                 handle |= _context.PhysicalMemory.Read<int>(samplerBufferAddress + (ulong)((wordOffset >> HandleHigh) - 1) * 4);
             }
@@ -513,6 +514,7 @@ namespace Ryujinx.Graphics.Gpu.Image
         public void Dispose()
         {
             _samplerPool?.Dispose();
+            _texturePoolCache.Dispose();
         }
     }
 }
\ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureCache.cs b/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
new file mode 100644
index 0000000000..24fa723a7a
--- /dev/null
+++ b/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
@@ -0,0 +1,967 @@
+using Ryujinx.Common;
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Image;
+using Ryujinx.Graphics.Gpu.Memory;
+using Ryujinx.Graphics.Gpu.State;
+using Ryujinx.Graphics.Texture;
+using Ryujinx.Memory.Range;
+using System;
+
+namespace Ryujinx.Graphics.Gpu.Image
+{
+    /// <summary>
+    /// Texture cache.
+    /// </summary>
+    class TextureCache : IDisposable
+    {
+        private struct OverlapInfo
+        {
+            public TextureViewCompatibility Compatibility { get; }
+            public int FirstLayer { get; }
+            public int FirstLevel { get; }
+
+            public OverlapInfo(TextureViewCompatibility compatibility, int firstLayer, int firstLevel)
+            {
+                Compatibility = compatibility;
+                FirstLayer = firstLayer;
+                FirstLevel = firstLevel;
+            }
+        }
+
+        private const int OverlapsBufferInitialCapacity = 10;
+        private const int OverlapsBufferMaxCapacity     = 10000;
+
+        private readonly GpuContext _context;
+
+        private readonly MultiRangeList<Texture> _textures;
+
+        private Texture[] _textureOverlaps;
+        private OverlapInfo[] _overlapInfo;
+
+        private readonly AutoDeleteCache _cache;
+
+        /// <summary>
+        /// Constructs a new instance of the texture manager.
+        /// </summary>
+        /// <param name="context">The GPU context that the texture manager belongs to</param>
+        public TextureCache(GpuContext context)
+        {
+            _context = context;
+
+            _textures = new MultiRangeList<Texture>();
+
+            _textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
+            _overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity];
+
+            _cache = new AutoDeleteCache();
+        }
+
+        /// <summary>
+        /// Handles removal of textures written to a memory region being unmapped.
+        /// </summary>
+        /// <param name="sender">Sender object</param>
+        /// <param name="e">Event arguments</param>
+        public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
+        {
+            Texture[] overlaps = new Texture[10];
+            int overlapCount;
+
+            lock (_textures)
+            {
+                overlapCount = _textures.FindOverlaps(_context.MemoryManager.Translate(e.Address), e.Size, ref overlaps);
+            }
+
+            for (int i = 0; i < overlapCount; i++)
+            {
+                overlaps[i].Unmapped();
+            }
+        }
+
+        /// <summary>
+        /// Determines if a given texture is eligible for upscaling from its info.
+        /// </summary>
+        /// <param name="info">The texture info to check</param>
+        /// <returns>True if eligible</returns>
+        private static bool IsUpscaleCompatible(TextureInfo info)
+        {
+            return (info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && !info.FormatInfo.IsCompressed && UpscaleSafeMode(info);
+        }
+
+        /// <summary>
+        /// Determines if a given texture is "safe" for upscaling from its info.
+        /// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
+        /// </summary>
+        /// <param name="info">The texture info to check</param>
+        /// <returns>True if safe</returns>
+        private static bool UpscaleSafeMode(TextureInfo info)
+        {
+            // While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
+            // may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
+
+            if (info.Levels > 3)
+            {
+                // Textures with more than 3 levels are likely to be game textures, rather than render textures.
+                // Small textures with full mips are likely to be removed by the next check.
+                return false;
+            }
+
+            if (info.Width < 8 || info.Height < 8)
+            {
+                // Discount textures with small dimensions.
+                return false;
+            }
+
+            if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Components == 1))
+            {
+                // Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
+                // Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
+
+                int widthAlignment = (info.IsLinear ? Constants.StrideAlignment : Constants.GobAlignment) / info.FormatInfo.BytesPerPixel;
+
+                bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
+
+                if (possiblySquare)
+                {
+                    return false;
+                }
+            }
+
+            int aspect = (int)Math.Round((info.Width / (float)info.Height) * 9);
+            if (aspect == 16 && info.Height < 360)
+            {
+                // Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
+                return false;
+            }
+
+            return true;
+        }
+
+        /// <summary>
+        /// Tries to find an existing texture, or create a new one if not found.
+        /// </summary>
+        /// <param name="copyTexture">Copy texture to find or create</param>
+        /// <param name="offset">Offset to be added to the physical texture address</param>
+        /// <param name="formatInfo">Format information of the copy texture</param>
+        /// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
+        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+        /// <returns>The texture</returns>
+        public Texture FindOrCreateTexture(CopyTexture copyTexture, ulong offset, FormatInfo formatInfo, bool preferScaling = true, Size? sizeHint = null)
+        {
+            int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
+            int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
+
+            int width;
+
+            if (copyTexture.LinearLayout)
+            {
+                width = copyTexture.Stride / formatInfo.BytesPerPixel;
+            }
+            else
+            {
+                width = copyTexture.Width;
+            }
+
+            TextureInfo info = new TextureInfo(
+                copyTexture.Address.Pack() + offset,
+                width,
+                copyTexture.Height,
+                copyTexture.Depth,
+                1,
+                1,
+                1,
+                copyTexture.Stride,
+                copyTexture.LinearLayout,
+                gobBlocksInY,
+                gobBlocksInZ,
+                1,
+                Target.Texture2D,
+                formatInfo);
+
+            TextureSearchFlags flags = TextureSearchFlags.ForCopy;
+
+            if (preferScaling)
+            {
+                flags |= TextureSearchFlags.WithUpscale;
+            }
+
+            Texture texture = FindOrCreateTexture(flags, info, 0, sizeHint);
+
+            texture?.SynchronizeMemory();
+
+            return texture;
+        }
+
+        /// <summary>
+        /// Tries to find an existing texture, or create a new one if not found.
+        /// </summary>
+        /// <param name="colorState">Color buffer texture to find or create</param>
+        /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
+        /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
+        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+        /// <returns>The texture</returns>
+        public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY, Size sizeHint)
+        {
+            bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
+
+            int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY();
+            int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ();
+
+            Target target;
+
+            if (colorState.MemoryLayout.UnpackIsTarget3D())
+            {
+                target = Target.Texture3D;
+            }
+            else if ((samplesInX | samplesInY) != 1)
+            {
+                target = colorState.Depth > 1
+                    ? Target.Texture2DMultisampleArray
+                    : Target.Texture2DMultisample;
+            }
+            else
+            {
+                target = colorState.Depth > 1
+                    ? Target.Texture2DArray
+                    : Target.Texture2D;
+            }
+
+            FormatInfo formatInfo = colorState.Format.Convert();
+
+            int width, stride;
+
+            // For linear textures, the width value is actually the stride.
+            // We can easily get the width by dividing the stride by the bpp,
+            // since the stride is the total number of bytes occupied by a
+            // line. The stride should also meet alignment constraints however,
+            // so the width we get here is the aligned width.
+            if (isLinear)
+            {
+                width  = colorState.WidthOrStride / formatInfo.BytesPerPixel;
+                stride = colorState.WidthOrStride;
+            }
+            else
+            {
+                width  = colorState.WidthOrStride;
+                stride = 0;
+            }
+
+            TextureInfo info = new TextureInfo(
+                colorState.Address.Pack(),
+                width,
+                colorState.Height,
+                colorState.Depth,
+                1,
+                samplesInX,
+                samplesInY,
+                stride,
+                isLinear,
+                gobBlocksInY,
+                gobBlocksInZ,
+                1,
+                target,
+                formatInfo);
+
+            int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
+
+            Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, layerSize, sizeHint);
+
+            texture?.SynchronizeMemory();
+
+            return texture;
+        }
+
+        /// <summary>
+        /// Tries to find an existing texture, or create a new one if not found.
+        /// </summary>
+        /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
+        /// <param name="size">Size of the depth-stencil texture</param>
+        /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
+        /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
+        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+        /// <returns>The texture</returns>
+        public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY, Size sizeHint)
+        {
+            int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
+            int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
+
+            Target target = (samplesInX | samplesInY) != 1
+                ? Target.Texture2DMultisample
+                : Target.Texture2D;
+
+            FormatInfo formatInfo = dsState.Format.Convert();
+
+            TextureInfo info = new TextureInfo(
+                dsState.Address.Pack(),
+                size.Width,
+                size.Height,
+                size.Depth,
+                1,
+                samplesInX,
+                samplesInY,
+                0,
+                false,
+                gobBlocksInY,
+                gobBlocksInZ,
+                1,
+                target,
+                formatInfo);
+
+            Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint);
+
+            texture?.SynchronizeMemory();
+
+            return texture;
+        }
+
+        /// <summary>
+        /// Tries to find an existing texture, or create a new one if not found.
+        /// </summary>
+        /// <param name="flags">The texture search flags, defines texture comparison rules</param>
+        /// <param name="info">Texture information of the texture to be found or created</param>
+        /// <param name="layerSize">Size in bytes of a single texture layer</param>
+        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+        /// <param name="range">Optional ranges of physical memory where the texture data is located</param>
+        /// <returns>The texture</returns>
+        public Texture FindOrCreateTexture(TextureSearchFlags flags, TextureInfo info, int layerSize = 0, Size? sizeHint = null, MultiRange? range = null)
+        {
+            bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
+
+            bool isScalable = IsUpscaleCompatible(info);
+
+            TextureScaleMode scaleMode = TextureScaleMode.Blacklisted;
+            if (isScalable)
+            {
+                scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible;
+            }
+
+            ulong address;
+
+            if (range != null)
+            {
+                address = range.Value.GetSubRange(0).Address;
+            }
+            else
+            {
+                address = _context.MemoryManager.Translate(info.GpuAddress);
+
+                if (address == MemoryManager.PteUnmapped)
+                {
+                    return null;
+                }
+            }
+
+            int sameAddressOverlapsCount;
+
+            lock (_textures)
+            {
+                // Try to find a perfect texture match, with the same address and parameters.
+                sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps);
+            }
+
+            Texture texture = null;
+
+            TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch;
+
+            for (int index = 0; index < sameAddressOverlapsCount; index++)
+            {
+                Texture overlap = _textureOverlaps[index];
+
+                TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
+
+                if (matchQuality != TextureMatchQuality.NoMatch)
+                {
+                    // If the parameters match, we need to make sure the texture is mapped to the same memory regions.
+
+                    // If a range of memory was supplied, just check if the ranges match.
+                    if (range != null && !overlap.Range.Equals(range.Value))
+                    {
+                        continue;
+                    }
+
+                    // If no range was supplied, we can check if the GPU virtual address match. If they do,
+                    // we know the textures are located at the same memory region.
+                    // If they don't, it may still be mapped to the same physical region, so we
+                    // do a more expensive check to tell if they are mapped into the same physical regions.
+                    // If the GPU VA for the texture has ever been unmapped, then the range must be checked regardless.
+                    if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) &&
+                        !_context.MemoryManager.CompareRange(overlap.Range, info.GpuAddress))
+                    {
+                        continue;
+                    }
+                }
+
+                if (matchQuality == TextureMatchQuality.Perfect)
+                {
+                    texture = overlap;
+                    break;
+                }
+                else if (matchQuality > bestQuality)
+                {
+                    texture = overlap;
+                    bestQuality = matchQuality;
+                }
+            }
+
+            if (texture != null)
+            {
+                if (!isSamplerTexture)
+                {
+                    // If not a sampler texture, it is managed by the auto delete
+                    // cache, ensure that it is on the "top" of the list to avoid
+                    // deletion.
+                    _cache.Lift(texture);
+                }
+
+                ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
+
+                texture.SynchronizeMemory();
+
+                return texture;
+            }
+
+            // Calculate texture sizes, used to find all overlapping textures.
+            SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
+
+            ulong size = (ulong)sizeInfo.TotalSize;
+
+            if (range == null)
+            {
+                range = _context.MemoryManager.GetPhysicalRegions(info.GpuAddress, size);
+            }
+
+            // Find view compatible matches.
+            int overlapsCount;
+
+            lock (_textures)
+            {
+                overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps);
+            }
+
+            if (_overlapInfo.Length != _textureOverlaps.Length)
+            {
+                Array.Resize(ref _overlapInfo, _textureOverlaps.Length);
+            }
+
+            // =============== Find Texture View of Existing Texture ===============
+
+            int fullyCompatible = 0;
+
+            // Evaluate compatibility of overlaps
+
+            for (int index = 0; index < overlapsCount; index++)
+            {
+                Texture overlap = _textureOverlaps[index];
+                TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(info, range.Value, sizeInfo.LayerSize, out int firstLayer, out int firstLevel);
+
+                if (overlapCompatibility == TextureViewCompatibility.Full)
+                {
+                    if (overlap.IsView)
+                    {
+                        overlapCompatibility = TextureViewCompatibility.CopyOnly;
+                    }
+                    else
+                    {
+                        fullyCompatible++;
+                    }
+                }
+
+                _overlapInfo[index] = new OverlapInfo(overlapCompatibility, firstLayer, firstLevel);
+            }
+
+            // Search through the overlaps to find a compatible view and establish any copy dependencies.
+
+            for (int index = 0; index < overlapsCount; index++)
+            {
+                Texture overlap = _textureOverlaps[index];
+                OverlapInfo oInfo = _overlapInfo[index];
+
+                if (oInfo.Compatibility == TextureViewCompatibility.Full)
+                {
+                    TextureInfo adjInfo = AdjustSizes(overlap, info, oInfo.FirstLevel);
+
+                    if (!isSamplerTexture)
+                    {
+                        info = adjInfo;
+                    }
+
+                    texture = overlap.CreateView(adjInfo, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel);
+
+                    ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
+
+                    texture.SynchronizeMemory();
+                    break;
+                }
+                else if (oInfo.Compatibility == TextureViewCompatibility.CopyOnly && fullyCompatible == 0)
+                {
+                    // Only copy compatible. If there's another choice for a FULLY compatible texture, choose that instead.
+
+                    texture = new Texture(_context, info, sizeInfo, range.Value, scaleMode);
+                    texture.InitializeGroup(true, true);
+                    texture.InitializeData(false, false);
+
+                    overlap.SynchronizeMemory();
+                    overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
+                    break;
+                }
+            }
+
+            if (texture != null)
+            {
+                // This texture could be a view of multiple parent textures with different storages, even if it is a view.
+                // When a texture is created, make sure all possible dependencies to other textures are created as copies.
+                // (even if it could be fulfilled without a copy)
+
+                for (int index = 0; index < overlapsCount; index++)
+                {
+                    Texture overlap = _textureOverlaps[index];
+                    OverlapInfo oInfo = _overlapInfo[index];
+
+                    if (oInfo.Compatibility != TextureViewCompatibility.Incompatible && overlap.Group != texture.Group)
+                    {
+                        overlap.SynchronizeMemory();
+                        overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
+                    }
+                }
+
+                texture.SynchronizeMemory();
+            }
+
+            // =============== Create a New Texture ===============
+
+            // No match, create a new texture.
+            if (texture == null)
+            {
+                texture = new Texture(_context, info, sizeInfo, range.Value, scaleMode);
+
+                // Step 1: Find textures that are view compatible with the new texture.
+                // Any textures that are incompatible will contain garbage data, so they should be removed where possible.
+
+                int viewCompatible = 0;
+                fullyCompatible = 0;
+                bool setData = isSamplerTexture || overlapsCount == 0 || flags.HasFlag(TextureSearchFlags.ForCopy);
+
+                bool hasLayerViews = false;
+                bool hasMipViews = false;
+
+                for (int index = 0; index < overlapsCount; index++)
+                {
+                    Texture overlap = _textureOverlaps[index];
+                    bool overlapInCache = overlap.CacheNode != null;
+
+                    TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Range, overlap.LayerSize, out int firstLayer, out int firstLevel);
+
+                    if (overlap.IsView && compatibility == TextureViewCompatibility.Full)
+                    {
+                        compatibility = TextureViewCompatibility.CopyOnly;
+                    }
+
+                    if (compatibility != TextureViewCompatibility.Incompatible)
+                    {
+                        if (compatibility == TextureViewCompatibility.Full)
+                        {
+                            if (viewCompatible == fullyCompatible)
+                            {
+                                _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
+                                _textureOverlaps[viewCompatible++] = overlap;
+                            }
+                            else
+                            {
+                                // Swap overlaps so that the fully compatible views have priority.
+
+                                _overlapInfo[viewCompatible] = _overlapInfo[fullyCompatible];
+                                _textureOverlaps[viewCompatible++] = _textureOverlaps[fullyCompatible];
+
+                                _overlapInfo[fullyCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
+                                _textureOverlaps[fullyCompatible] = overlap;
+                            }
+                            fullyCompatible++;
+                        }
+                        else
+                        {
+                            _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
+                            _textureOverlaps[viewCompatible++] = overlap;
+                        }
+
+                        hasLayerViews |= overlap.Info.GetSlices() < texture.Info.GetSlices();
+                        hasMipViews |= overlap.Info.Levels < texture.Info.Levels;
+                    }
+                    else if (overlapInCache || !setData)
+                    {
+                        if (info.GobBlocksInZ > 1 && info.GobBlocksInZ == overlap.Info.GobBlocksInZ)
+                        {
+                            // Allow overlapping slices of 3D textures. Could be improved in future by making sure the textures don't overlap.
+                            continue;
+                        }
+
+                        // The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
+                        // If the texture cannot be entirely contained in the new address space, and one of its view children is compatible with us,
+                        // it must be flushed before removal, so that the data is not lost.
+
+                        // If the texture was modified since its last use, then that data is probably meant to go into this texture.
+                        // If the data has been modified by the CPU, then it also shouldn't be flushed.
+                        bool modified = overlap.ConsumeModified();
+
+                        bool flush = overlapInCache && !modified && !texture.Range.Contains(overlap.Range) && overlap.HasViewCompatibleChild(texture);
+
+                        setData |= modified || flush;
+
+                        if (overlapInCache)
+                        {
+                            _cache.Remove(overlap, flush);
+                        }
+                    }
+                }
+
+                texture.InitializeGroup(hasLayerViews, hasMipViews);
+
+                // We need to synchronize before copying the old view data to the texture,
+                // otherwise the copied data would be overwritten by a future synchronization.
+                texture.InitializeData(false, setData);
+
+                for (int index = 0; index < viewCompatible; index++)
+                {
+                    Texture overlap = _textureOverlaps[index];
+
+                    OverlapInfo oInfo = _overlapInfo[index];
+
+                    if (overlap.Group == texture.Group)
+                    {
+                        // If the texture group is equal, then this texture (or its parent) is already a view.
+                        continue;
+                    }
+
+                    TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel);
+
+                    if (texture.ScaleFactor != overlap.ScaleFactor)
+                    {
+                        // A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
+                        // In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.
+
+                        texture.PropagateScale(overlap);
+                    }
+
+                    if (oInfo.Compatibility != TextureViewCompatibility.Full)
+                    {
+                        // Copy only compatibility, or target texture is already a view.
+
+                        overlap.SynchronizeMemory();
+                        texture.CreateCopyDependency(overlap, oInfo.FirstLayer, oInfo.FirstLevel, false);
+                    }
+                    else
+                    {
+                        TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor);
+
+                        ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.FirstLevel);
+
+                        overlap.SynchronizeMemory();
+
+                        overlap.HostTexture.CopyTo(newView, 0, 0);
+
+                        overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel);
+                    }
+                }
+
+                texture.SynchronizeMemory();
+            }
+
+            // Sampler textures are managed by the texture pool, all other textures
+            // are managed by the auto delete cache.
+            if (!isSamplerTexture)
+            {
+                _cache.Add(texture);
+            }
+
+            lock (_textures)
+            {
+                _textures.Add(texture);
+            }
+
+            ShrinkOverlapsBufferIfNeeded();
+
+            return texture;
+        }
+
+        /// <summary>
+        /// Changes a texture's size to match the desired size for samplers,
+        /// or increases a texture's size to fit the region indicated by a size hint.
+        /// </summary>
+        /// <param name="info">The desired texture info</param>
+        /// <param name="texture">The texture to resize</param>
+        /// <param name="isSamplerTexture">True if the texture will be used for a sampler, false otherwise</param>
+        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+        private void ChangeSizeIfNeeded(TextureInfo info, Texture texture, bool isSamplerTexture, Size? sizeHint)
+        {
+            if (isSamplerTexture)
+            {
+                // If this is used for sampling, the size must match,
+                // otherwise the shader would sample garbage data.
+                // To fix that, we create a new texture with the correct
+                // size, and copy the data from the old one to the new one.
+
+                if (!TextureCompatibility.SizeMatches(texture.Info, info))
+                {
+                    texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
+                }
+            }
+            else if (sizeHint != null)
+            {
+                // A size hint indicates that data will be used within that range, at least.
+                // If the texture is smaller than the size hint, it must be enlarged to meet it.
+                // The maximum size is provided by the requested info, which generally has an aligned size.
+
+                int width = Math.Max(texture.Info.Width, Math.Min(sizeHint.Value.Width, info.Width));
+                int height = Math.Max(texture.Info.Height, Math.Min(sizeHint.Value.Height, info.Height));
+
+                if (texture.Info.Width != width || texture.Info.Height != height)
+                {
+                    texture.ChangeSize(width, height, info.DepthOrLayers);
+                }
+            }
+        }
+
+        /// <summary>
+        /// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
+        /// </summary>
+        /// <param name="tex">The texture information</param>
+        /// <param name="cbp">The copy buffer parameters</param>
+        /// <param name="swizzle">The copy buffer swizzle</param>
+        /// <param name="linear">True if the texture has a linear layout, false otherwise</param>
+        /// <returns>A matching texture, or null if there is no match</returns>
+        public Texture FindTexture(CopyBufferTexture tex, CopyBufferParams cbp, CopyBufferSwizzle swizzle, bool linear)
+        {
+            ulong address = _context.MemoryManager.Translate(cbp.DstAddress.Pack());
+
+            if (address == MemoryManager.PteUnmapped)
+            {
+                return null;
+            }
+
+            int bpp = swizzle.UnpackDstComponentsCount() * swizzle.UnpackComponentSize();
+
+            int addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps);
+
+            for (int i = 0; i < addressMatches; i++)
+            {
+                Texture texture = _textureOverlaps[i];
+                FormatInfo format = texture.Info.FormatInfo;
+
+                if (texture.Info.DepthOrLayers > 1)
+                {
+                    continue;
+                }
+
+                bool match;
+
+                if (linear)
+                {
+                    // Size is not available for linear textures. Use the stride and end of the copy region instead.
+
+                    match = texture.Info.IsLinear && texture.Info.Stride == cbp.DstStride && tex.RegionY + cbp.YCount <= texture.Info.Height;
+                }
+                else
+                {
+                    // Bpp may be a mismatch between the target texture and the param.
+                    // Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison.
+                    // Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size.
+
+                    bool sizeMatch = cbp.XCount * bpp == texture.Info.Width * format.BytesPerPixel && tex.Height == texture.Info.Height;
+                    bool formatMatch = !texture.Info.IsLinear &&
+                                        texture.Info.GobBlocksInY == tex.MemoryLayout.UnpackGobBlocksInY() &&
+                                        texture.Info.GobBlocksInZ == tex.MemoryLayout.UnpackGobBlocksInZ();
+
+                    match = sizeMatch && formatMatch;
+                }
+
+                if (match)
+                {
+                    return texture;
+                }
+            }
+
+            return null;
+        }
+
+        /// <summary>
+        /// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
+        /// </summary>
+        private void ShrinkOverlapsBufferIfNeeded()
+        {
+            if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
+            {
+                Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
+            }
+        }
+
+        /// <summary>
+        /// Adjusts the size of the texture information for a given mipmap level,
+        /// based on the size of a parent texture.
+        /// </summary>
+        /// <param name="parent">The parent texture</param>
+        /// <param name="info">The texture information to be adjusted</param>
+        /// <param name="firstLevel">The first level of the texture view</param>
+        /// <returns>The adjusted texture information with the new size</returns>
+        private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
+        {
+            // When the texture is used as view of another texture, we must
+            // ensure that the sizes are valid, otherwise data uploads would fail
+            // (and the size wouldn't match the real size used on the host API).
+            // Given a parent texture from where the view is created, we have the
+            // following rules:
+            // - The view size must be equal to the parent size, divided by (2 ^ l),
+            // where l is the first mipmap level of the view. The division result must
+            // be rounded down, and the result must be clamped to 1.
+            // - If the parent format is compressed, and the view format isn't, the
+            // view size is calculated as above, but the width and height of the
+            // view must be also divided by the compressed format block width and height.
+            // - If the parent format is not compressed, and the view is, the view
+            // size is calculated as described on the first point, but the width and height
+            // of the view must be also multiplied by the block width and height.
+            int width  = Math.Max(1, parent.Info.Width  >> firstLevel);
+            int height = Math.Max(1, parent.Info.Height >> firstLevel);
+
+            if (parent.Info.FormatInfo.IsCompressed && !info.FormatInfo.IsCompressed)
+            {
+                width  = BitUtils.DivRoundUp(width,  parent.Info.FormatInfo.BlockWidth);
+                height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
+            }
+            else if (!parent.Info.FormatInfo.IsCompressed && info.FormatInfo.IsCompressed)
+            {
+                width  *= info.FormatInfo.BlockWidth;
+                height *= info.FormatInfo.BlockHeight;
+            }
+
+            int depthOrLayers;
+
+            if (info.Target == Target.Texture3D)
+            {
+                depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
+            }
+            else
+            {
+                depthOrLayers = info.DepthOrLayers;
+            }
+
+            return new TextureInfo(
+                info.GpuAddress,
+                width,
+                height,
+                depthOrLayers,
+                info.Levels,
+                info.SamplesInX,
+                info.SamplesInY,
+                info.Stride,
+                info.IsLinear,
+                info.GobBlocksInY,
+                info.GobBlocksInZ,
+                info.GobBlocksInTileX,
+                info.Target,
+                info.FormatInfo,
+                info.DepthStencilMode,
+                info.SwizzleR,
+                info.SwizzleG,
+                info.SwizzleB,
+                info.SwizzleA);
+        }
+
+
+        /// <summary>
+        /// Gets a texture creation information from texture information.
+        /// This can be used to create new host textures.
+        /// </summary>
+        /// <param name="info">Texture information</param>
+        /// <param name="caps">GPU capabilities</param>
+        /// <param name="scale">Texture scale factor, to be applied to the texture size</param>
+        /// <returns>The texture creation information</returns>
+        public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
+        {
+            FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps);
+
+            if (info.Target == Target.TextureBuffer)
+            {
+                // We assume that the host does not support signed normalized format
+                // (as is the case with OpenGL), so we just use a unsigned format.
+                // The shader will need the appropriate conversion code to compensate.
+                switch (formatInfo.Format)
+                {
+                    case Format.R8Snorm:
+                        formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1);
+                        break;
+                    case Format.R16Snorm:
+                        formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1);
+                        break;
+                    case Format.R8G8Snorm:
+                        formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2);
+                        break;
+                    case Format.R16G16Snorm:
+                        formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2);
+                        break;
+                    case Format.R8G8B8A8Snorm:
+                        formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4);
+                        break;
+                    case Format.R16G16B16A16Snorm:
+                        formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4);
+                        break;
+                }
+            }
+
+            int width  = info.Width  / info.SamplesInX;
+            int height = info.Height / info.SamplesInY;
+
+            int depth = info.GetDepth() * info.GetLayers();
+
+            if (scale != 1f)
+            {
+                width  = (int)MathF.Ceiling(width  * scale);
+                height = (int)MathF.Ceiling(height * scale);
+            }
+
+            return new TextureCreateInfo(
+                width,
+                height,
+                depth,
+                info.Levels,
+                info.Samples,
+                formatInfo.BlockWidth,
+                formatInfo.BlockHeight,
+                formatInfo.BytesPerPixel,
+                formatInfo.Format,
+                info.DepthStencilMode,
+                info.Target,
+                info.SwizzleR,
+                info.SwizzleG,
+                info.SwizzleB,
+                info.SwizzleA);
+        }
+
+        /// <summary>
+        /// Removes a texture from the cache.
+        /// </summary>
+        /// <remarks>
+        /// This only removes the texture from the internal list, not from the auto-deletion cache.
+        /// It may still have live references after the removal.
+        /// </remarks>
+        /// <param name="texture">The texture to be removed</param>
+        public void RemoveTextureFromCache(Texture texture)
+        {
+            lock (_textures)
+            {
+                _textures.Remove(texture);
+            }
+        }
+
+        /// <summary>
+        /// Disposes all textures and samplers in the cache.
+        /// It's an error to use the texture cache after disposal.
+        /// </summary>
+        public void Dispose()
+        {
+            lock (_textures)
+            {
+                foreach (Texture texture in _textures)
+                {
+                    texture.Dispose();
+                }
+            }
+        }
+    }
+}
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
index 989dca7ad3..74c9766a57 100644
--- a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
@@ -1,10 +1,5 @@
-using Ryujinx.Common;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Image;
-using Ryujinx.Graphics.Gpu.Memory;
+using Ryujinx.Graphics.GAL;
 using Ryujinx.Graphics.Gpu.State;
-using Ryujinx.Graphics.Texture;
-using Ryujinx.Memory.Range;
 using System;
 
 namespace Ryujinx.Graphics.Gpu.Image
@@ -14,23 +9,6 @@ namespace Ryujinx.Graphics.Gpu.Image
     /// </summary>
     class TextureManager : IDisposable
     {
-        private struct OverlapInfo
-        {
-            public TextureViewCompatibility Compatibility { get; }
-            public int FirstLayer { get; }
-            public int FirstLevel { get; }
-
-            public OverlapInfo(TextureViewCompatibility compatibility, int firstLayer, int firstLevel)
-            {
-                Compatibility = compatibility;
-                FirstLayer = firstLayer;
-                FirstLevel = firstLevel;
-            }
-        }
-
-        private const int OverlapsBufferInitialCapacity = 10;
-        private const int OverlapsBufferMaxCapacity     = 10000;
-
         private readonly GpuContext _context;
 
         private readonly TextureBindingsManager _cpBindingsManager;
@@ -41,40 +19,27 @@ namespace Ryujinx.Graphics.Gpu.Image
         private Texture _rtDepthStencil;
         private ITexture _rtHostDs;
 
-        private readonly MultiRangeList<Texture> _textures;
-
-        private Texture[] _textureOverlaps;
-        private OverlapInfo[] _overlapInfo;
-
-        private readonly AutoDeleteCache _cache;
-
         /// <summary>
         /// The scaling factor applied to all currently bound render targets.
         /// </summary>
         public float RenderTargetScale { get; private set; } = 1f;
 
         /// <summary>
-        /// Constructs a new instance of the texture manager.
+        /// Creates a new instance of the texture manager.
         /// </summary>
-        /// <param name="context">The GPU context that the texture manager belongs to</param>
-        public TextureManager(GpuContext context)
+        /// <param name="context">GPU context that the texture manager belongs to</param>
+        /// <param name="channel">GPU channel that the texture manager belongs to</param>
+        public TextureManager(GpuContext context, GpuChannel channel)
         {
             _context = context;
 
             TexturePoolCache texturePoolCache = new TexturePoolCache(context);
 
-            _cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true);
-            _gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false);
+            _cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: true);
+            _gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: false);
 
             _rtColors = new Texture[Constants.TotalRenderTargets];
             _rtHostColors = new ITexture[Constants.TotalRenderTargets];
-
-            _textures = new MultiRangeList<Texture>();
-
-            _textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
-            _overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity];
-
-            _cache = new AutoDeleteCache();
         }
 
         /// <summary>
@@ -393,914 +358,38 @@ namespace Ryujinx.Graphics.Gpu.Image
         }
 
         /// <summary>
-        /// Determines if a given texture is eligible for upscaling from its info.
+        /// Forces all textures, samplers, images and render targets to be rebound the next time
+        /// CommitGraphicsBindings is called.
         /// </summary>
-        /// <param name="info">The texture info to check</param>
-        /// <returns>True if eligible</returns>
-        public bool IsUpscaleCompatible(TextureInfo info)
+        public void Rebind()
         {
-            return (info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && !info.FormatInfo.IsCompressed && UpscaleSafeMode(info);
+            _gpBindingsManager.Rebind();
+
+            for (int index = 0; index < _rtHostColors.Length; index++)
+            {
+                _rtHostColors[index] = null;
+            }
+
+            _rtHostDs = null;
         }
 
         /// <summary>
-        /// Determines if a given texture is "safe" for upscaling from its info.
-        /// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
-        /// </summary>
-        /// <param name="info">The texture info to check</param>
-        /// <returns>True if safe</returns>
-        public bool UpscaleSafeMode(TextureInfo info)
-        {
-            // While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
-            // may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
-
-            if (info.Levels > 3)
-            {
-                // Textures with more than 3 levels are likely to be game textures, rather than render textures.
-                // Small textures with full mips are likely to be removed by the next check.
-                return false;
-            }
-
-            if (info.Width < 8 || info.Height < 8)
-            {
-                // Discount textures with small dimensions.
-                return false;
-            }
-
-            if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Components == 1))
-            {
-                // Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
-                // Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
-
-                int widthAlignment = (info.IsLinear ? Constants.StrideAlignment : Constants.GobAlignment) / info.FormatInfo.BytesPerPixel;
-
-                bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
-
-                if (possiblySquare)
-                {
-                    return false;
-                }
-            }
-
-            int aspect = (int)Math.Round((info.Width / (float)info.Height) * 9);
-            if (aspect == 16 && info.Height < 360)
-            {
-                // Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
-                return false;
-            }
-
-            return true;
-        }
-
-        /// <summary>
-        /// Handles removal of textures written to a memory region being unmapped.
-        /// </summary>
-        /// <param name="sender">Sender object</param>
-        /// <param name="e">Event arguments</param>
-        public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
-        {
-            Texture[] overlaps = new Texture[10];
-            int overlapCount;
-
-            lock (_textures)
-            {
-                overlapCount = _textures.FindOverlaps(_context.MemoryManager.Translate(e.Address), e.Size, ref overlaps);
-            }
-
-            for (int i = 0; i < overlapCount; i++)
-            {
-                overlaps[i].Unmapped();
-            }
-        }
-
-        /// <summary>
-        /// Tries to find an existing texture, or create a new one if not found.
-        /// </summary>
-        /// <param name="copyTexture">Copy texture to find or create</param>
-        /// <param name="offset">Offset to be added to the physical texture address</param>
-        /// <param name="formatInfo">Format information of the copy texture</param>
-        /// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
-        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
-        /// <returns>The texture</returns>
-        public Texture FindOrCreateTexture(CopyTexture copyTexture, ulong offset, FormatInfo formatInfo, bool preferScaling = true, Size? sizeHint = null)
-        {
-            int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
-            int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
-
-            int width;
-
-            if (copyTexture.LinearLayout)
-            {
-                width = copyTexture.Stride / formatInfo.BytesPerPixel;
-            }
-            else
-            {
-                width = copyTexture.Width;
-            }
-
-            TextureInfo info = new TextureInfo(
-                copyTexture.Address.Pack() + offset,
-                width,
-                copyTexture.Height,
-                copyTexture.Depth,
-                1,
-                1,
-                1,
-                copyTexture.Stride,
-                copyTexture.LinearLayout,
-                gobBlocksInY,
-                gobBlocksInZ,
-                1,
-                Target.Texture2D,
-                formatInfo);
-
-            TextureSearchFlags flags = TextureSearchFlags.ForCopy;
-
-            if (preferScaling)
-            {
-                flags |= TextureSearchFlags.WithUpscale;
-            }
-
-            Texture texture = FindOrCreateTexture(flags, info, 0, sizeHint);
-
-            texture?.SynchronizeMemory();
-
-            return texture;
-        }
-
-        /// <summary>
-        /// Tries to find an existing texture, or create a new one if not found.
-        /// </summary>
-        /// <param name="colorState">Color buffer texture to find or create</param>
-        /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
-        /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
-        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
-        /// <returns>The texture</returns>
-        public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY, Size sizeHint)
-        {
-            bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
-
-            int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY();
-            int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ();
-
-            Target target;
-
-            if (colorState.MemoryLayout.UnpackIsTarget3D())
-            {
-                target = Target.Texture3D;
-            }
-            else if ((samplesInX | samplesInY) != 1)
-            {
-                target = colorState.Depth > 1
-                    ? Target.Texture2DMultisampleArray
-                    : Target.Texture2DMultisample;
-            }
-            else
-            {
-                target = colorState.Depth > 1
-                    ? Target.Texture2DArray
-                    : Target.Texture2D;
-            }
-
-            FormatInfo formatInfo = colorState.Format.Convert();
-
-            int width, stride;
-
-            // For linear textures, the width value is actually the stride.
-            // We can easily get the width by dividing the stride by the bpp,
-            // since the stride is the total number of bytes occupied by a
-            // line. The stride should also meet alignment constraints however,
-            // so the width we get here is the aligned width.
-            if (isLinear)
-            {
-                width  = colorState.WidthOrStride / formatInfo.BytesPerPixel;
-                stride = colorState.WidthOrStride;
-            }
-            else
-            {
-                width  = colorState.WidthOrStride;
-                stride = 0;
-            }
-
-            TextureInfo info = new TextureInfo(
-                colorState.Address.Pack(),
-                width,
-                colorState.Height,
-                colorState.Depth,
-                1,
-                samplesInX,
-                samplesInY,
-                stride,
-                isLinear,
-                gobBlocksInY,
-                gobBlocksInZ,
-                1,
-                target,
-                formatInfo);
-
-            int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
-
-            Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, layerSize, sizeHint);
-
-            texture?.SynchronizeMemory();
-
-            return texture;
-        }
-
-        /// <summary>
-        /// Tries to find an existing texture, or create a new one if not found.
-        /// </summary>
-        /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
-        /// <param name="size">Size of the depth-stencil texture</param>
-        /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
-        /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
-        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
-        /// <returns>The texture</returns>
-        public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY, Size sizeHint)
-        {
-            int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
-            int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
-
-            Target target = (samplesInX | samplesInY) != 1
-                ? Target.Texture2DMultisample
-                : Target.Texture2D;
-
-            FormatInfo formatInfo = dsState.Format.Convert();
-
-            TextureInfo info = new TextureInfo(
-                dsState.Address.Pack(),
-                size.Width,
-                size.Height,
-                size.Depth,
-                1,
-                samplesInX,
-                samplesInY,
-                0,
-                false,
-                gobBlocksInY,
-                gobBlocksInZ,
-                1,
-                target,
-                formatInfo);
-
-            Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint);
-
-            texture?.SynchronizeMemory();
-
-            return texture;
-        }
-
-        /// <summary>
-        /// Tries to find an existing texture, or create a new one if not found.
-        /// </summary>
-        /// <param name="flags">The texture search flags, defines texture comparison rules</param>
-        /// <param name="info">Texture information of the texture to be found or created</param>
-        /// <param name="layerSize">Size in bytes of a single texture layer</param>
-        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
-        /// <param name="range">Optional ranges of physical memory where the texture data is located</param>
-        /// <returns>The texture</returns>
-        public Texture FindOrCreateTexture(TextureSearchFlags flags, TextureInfo info, int layerSize = 0, Size? sizeHint = null, MultiRange? range = null)
-        {
-            bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
-
-            bool isScalable = IsUpscaleCompatible(info);
-
-            TextureScaleMode scaleMode = TextureScaleMode.Blacklisted;
-            if (isScalable)
-            {
-                scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible;
-            }
-
-            ulong address;
-
-            if (range != null)
-            {
-                address = range.Value.GetSubRange(0).Address;
-            }
-            else
-            {
-                address = _context.MemoryManager.Translate(info.GpuAddress);
-
-                if (address == MemoryManager.PteUnmapped)
-                {
-                    return null;
-                }
-            }
-
-            int sameAddressOverlapsCount;
-
-            lock (_textures)
-            {
-                // Try to find a perfect texture match, with the same address and parameters.
-                sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps);
-            }
-
-            Texture texture = null;
-
-            TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch;
-
-            for (int index = 0; index < sameAddressOverlapsCount; index++)
-            {
-                Texture overlap = _textureOverlaps[index];
-
-                TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
-
-                if (matchQuality != TextureMatchQuality.NoMatch)
-                {
-                    // If the parameters match, we need to make sure the texture is mapped to the same memory regions.
-
-                    // If a range of memory was supplied, just check if the ranges match.
-                    if (range != null && !overlap.Range.Equals(range.Value))
-                    {
-                        continue;
-                    }
-
-                    // If no range was supplied, we can check if the GPU virtual address match. If they do,
-                    // we know the textures are located at the same memory region.
-                    // If they don't, it may still be mapped to the same physical region, so we
-                    // do a more expensive check to tell if they are mapped into the same physical regions.
-                    // If the GPU VA for the texture has ever been unmapped, then the range must be checked regardless.
-                    if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) &&
-                        !_context.MemoryManager.CompareRange(overlap.Range, info.GpuAddress))
-                    {
-                        continue;
-                    }
-                }
-
-                if (matchQuality == TextureMatchQuality.Perfect)
-                {
-                    texture = overlap;
-                    break;
-                }
-                else if (matchQuality > bestQuality)
-                {
-                    texture = overlap;
-                    bestQuality = matchQuality;
-                }
-            }
-
-            if (texture != null)
-            {
-                if (!isSamplerTexture)
-                {
-                    // If not a sampler texture, it is managed by the auto delete
-                    // cache, ensure that it is on the "top" of the list to avoid
-                    // deletion.
-                    _cache.Lift(texture);
-                }
-
-                ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
-
-                texture.SynchronizeMemory();
-
-                return texture;
-            }
-
-            // Calculate texture sizes, used to find all overlapping textures.
-            SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
-
-            ulong size = (ulong)sizeInfo.TotalSize;
-
-            if (range == null)
-            {
-                range = _context.MemoryManager.GetPhysicalRegions(info.GpuAddress, size);
-            }
-
-            // Find view compatible matches.
-            int overlapsCount;
-
-            lock (_textures)
-            {
-                overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps);
-            }
-
-            if (_overlapInfo.Length != _textureOverlaps.Length)
-            {
-                Array.Resize(ref _overlapInfo, _textureOverlaps.Length);
-            }
-
-            // =============== Find Texture View of Existing Texture ===============
-
-            int fullyCompatible = 0;
-
-            // Evaluate compatibility of overlaps
-
-            for (int index = 0; index < overlapsCount; index++)
-            {
-                Texture overlap = _textureOverlaps[index];
-                TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(info, range.Value, sizeInfo.LayerSize, out int firstLayer, out int firstLevel);
-
-                if (overlapCompatibility == TextureViewCompatibility.Full)
-                {
-                    if (overlap.IsView)
-                    {
-                        overlapCompatibility = TextureViewCompatibility.CopyOnly;
-                    }
-                    else
-                    {
-                        fullyCompatible++;
-                    }
-                }
-
-                _overlapInfo[index] = new OverlapInfo(overlapCompatibility, firstLayer, firstLevel);
-            }
-
-            // Search through the overlaps to find a compatible view and establish any copy dependencies.
-
-            for (int index = 0; index < overlapsCount; index++)
-            {
-                Texture overlap = _textureOverlaps[index];
-                OverlapInfo oInfo = _overlapInfo[index];
-
-                if (oInfo.Compatibility == TextureViewCompatibility.Full)
-                {
-                    TextureInfo adjInfo = AdjustSizes(overlap, info, oInfo.FirstLevel);
-
-                    if (!isSamplerTexture)
-                    {
-                        info = adjInfo;
-                    }
-
-                    texture = overlap.CreateView(adjInfo, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel);
-
-                    ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
-
-                    texture.SynchronizeMemory();
-                    break;
-                }
-                else if (oInfo.Compatibility == TextureViewCompatibility.CopyOnly && fullyCompatible == 0)
-                {
-                    // Only copy compatible. If there's another choice for a FULLY compatible texture, choose that instead.
-
-                    texture = new Texture(_context, info, sizeInfo, range.Value, scaleMode);
-                    texture.InitializeGroup(true, true);
-                    texture.InitializeData(false, false);
-
-                    overlap.SynchronizeMemory();
-                    overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
-                    break;
-                }
-            }
-
-            if (texture != null)
-            {
-                // This texture could be a view of multiple parent textures with different storages, even if it is a view.
-                // When a texture is created, make sure all possible dependencies to other textures are created as copies.
-                // (even if it could be fulfilled without a copy)
-
-                for (int index = 0; index < overlapsCount; index++)
-                {
-                    Texture overlap = _textureOverlaps[index];
-                    OverlapInfo oInfo = _overlapInfo[index];
-
-                    if (oInfo.Compatibility != TextureViewCompatibility.Incompatible && overlap.Group != texture.Group)
-                    {
-                        overlap.SynchronizeMemory();
-                        overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
-                    }
-                }
-
-                texture.SynchronizeMemory();
-            }
-
-            // =============== Create a New Texture ===============
-
-            // No match, create a new texture.
-            if (texture == null)
-            {
-                texture = new Texture(_context, info, sizeInfo, range.Value, scaleMode);
-
-                // Step 1: Find textures that are view compatible with the new texture.
-                // Any textures that are incompatible will contain garbage data, so they should be removed where possible.
-
-                int viewCompatible = 0;
-                fullyCompatible = 0;
-                bool setData = isSamplerTexture || overlapsCount == 0 || flags.HasFlag(TextureSearchFlags.ForCopy);
-
-                bool hasLayerViews = false;
-                bool hasMipViews = false;
-
-                for (int index = 0; index < overlapsCount; index++)
-                {
-                    Texture overlap = _textureOverlaps[index];
-                    bool overlapInCache = overlap.CacheNode != null;
-
-                    TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Range, overlap.LayerSize, out int firstLayer, out int firstLevel);
-
-                    if (overlap.IsView && compatibility == TextureViewCompatibility.Full)
-                    {
-                        compatibility = TextureViewCompatibility.CopyOnly;
-                    }
-
-                    if (compatibility != TextureViewCompatibility.Incompatible)
-                    {
-                        if (compatibility == TextureViewCompatibility.Full)
-                        {
-                            if (viewCompatible == fullyCompatible)
-                            {
-                                _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
-                                _textureOverlaps[viewCompatible++] = overlap;
-                            }
-                            else
-                            {
-                                // Swap overlaps so that the fully compatible views have priority.
-
-                                _overlapInfo[viewCompatible] = _overlapInfo[fullyCompatible];
-                                _textureOverlaps[viewCompatible++] = _textureOverlaps[fullyCompatible];
-
-                                _overlapInfo[fullyCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
-                                _textureOverlaps[fullyCompatible] = overlap;
-                            }
-                            fullyCompatible++;
-                        }
-                        else
-                        {
-                            _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
-                            _textureOverlaps[viewCompatible++] = overlap;
-                        }
-
-                        hasLayerViews |= overlap.Info.GetSlices() < texture.Info.GetSlices();
-                        hasMipViews |= overlap.Info.Levels < texture.Info.Levels;
-                    }
-                    else if (overlapInCache || !setData)
-                    {
-                        if (info.GobBlocksInZ > 1 && info.GobBlocksInZ == overlap.Info.GobBlocksInZ)
-                        {
-                            // Allow overlapping slices of 3D textures. Could be improved in future by making sure the textures don't overlap.
-                            continue;
-                        }
-
-                        // The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
-                        // If the texture cannot be entirely contained in the new address space, and one of its view children is compatible with us,
-                        // it must be flushed before removal, so that the data is not lost.
-
-                        // If the texture was modified since its last use, then that data is probably meant to go into this texture.
-                        // If the data has been modified by the CPU, then it also shouldn't be flushed.
-                        bool modified = overlap.ConsumeModified();
-
-                        bool flush = overlapInCache && !modified && !texture.Range.Contains(overlap.Range) && overlap.HasViewCompatibleChild(texture);
-
-                        setData |= modified || flush;
-
-                        if (overlapInCache)
-                        {
-                            _cache.Remove(overlap, flush);
-                        }
-                    }
-                }
-
-                texture.InitializeGroup(hasLayerViews, hasMipViews);
-
-                // We need to synchronize before copying the old view data to the texture,
-                // otherwise the copied data would be overwritten by a future synchronization.
-                texture.InitializeData(false, setData);
-
-                for (int index = 0; index < viewCompatible; index++)
-                {
-                    Texture overlap = _textureOverlaps[index];
-
-                    OverlapInfo oInfo = _overlapInfo[index];
-
-                    if (overlap.Group == texture.Group)
-                    {
-                        // If the texture group is equal, then this texture (or its parent) is already a view.
-                        continue;
-                    }
-
-                    TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel);
-
-                    if (texture.ScaleFactor != overlap.ScaleFactor)
-                    {
-                        // A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
-                        // In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.
-
-                        texture.PropagateScale(overlap);
-                    }
-
-                    if (oInfo.Compatibility != TextureViewCompatibility.Full)
-                    {
-                        // Copy only compatibility, or target texture is already a view.
-
-                        overlap.SynchronizeMemory();
-                        texture.CreateCopyDependency(overlap, oInfo.FirstLayer, oInfo.FirstLevel, false);
-                    }
-                    else
-                    {
-                        TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor);
-
-                        ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.FirstLevel);
-
-                        overlap.SynchronizeMemory();
-
-                        overlap.HostTexture.CopyTo(newView, 0, 0);
-
-                        overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel);
-                    }
-                }
-
-                texture.SynchronizeMemory();
-            }
-
-            // Sampler textures are managed by the texture pool, all other textures
-            // are managed by the auto delete cache.
-            if (!isSamplerTexture)
-            {
-                _cache.Add(texture);
-            }
-
-            lock (_textures)
-            {
-                _textures.Add(texture);
-            }
-
-            ShrinkOverlapsBufferIfNeeded();
-
-            return texture;
-        }
-
-        /// <summary>
-        /// Changes a texture's size to match the desired size for samplers,
-        /// or increases a texture's size to fit the region indicated by a size hint.
-        /// </summary>
-        /// <param name="info">The desired texture info</param>
-        /// <param name="texture">The texture to resize</param>
-        /// <param name="isSamplerTexture">True if the texture will be used for a sampler, false otherwise</param>
-        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
-        private void ChangeSizeIfNeeded(TextureInfo info, Texture texture, bool isSamplerTexture, Size? sizeHint)
-        {
-            if (isSamplerTexture)
-            {
-                // If this is used for sampling, the size must match,
-                // otherwise the shader would sample garbage data.
-                // To fix that, we create a new texture with the correct
-                // size, and copy the data from the old one to the new one.
-
-                if (!TextureCompatibility.SizeMatches(texture.Info, info))
-                {
-                    texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
-                }
-            }
-            else if (sizeHint != null)
-            {
-                // A size hint indicates that data will be used within that range, at least.
-                // If the texture is smaller than the size hint, it must be enlarged to meet it.
-                // The maximum size is provided by the requested info, which generally has an aligned size.
-
-                int width = Math.Max(texture.Info.Width, Math.Min(sizeHint.Value.Width, info.Width));
-                int height = Math.Max(texture.Info.Height, Math.Min(sizeHint.Value.Height, info.Height));
-
-                if (texture.Info.Width != width || texture.Info.Height != height)
-                {
-                    texture.ChangeSize(width, height, info.DepthOrLayers);
-                }
-            }
-        }
-
-        /// <summary>
-        /// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
-        /// </summary>
-        /// <param name="tex">The texture information</param>
-        /// <param name="cbp">The copy buffer parameters</param>
-        /// <param name="swizzle">The copy buffer swizzle</param>
-        /// <param name="linear">True if the texture has a linear layout, false otherwise</param>
-        /// <returns>A matching texture, or null if there is no match</returns>
-        public Texture FindTexture(CopyBufferTexture tex, CopyBufferParams cbp, CopyBufferSwizzle swizzle, bool linear)
-        {
-            ulong address = _context.MemoryManager.Translate(cbp.DstAddress.Pack());
-
-            if (address == MemoryManager.PteUnmapped)
-            {
-                return null;
-            }
-
-            int bpp = swizzle.UnpackDstComponentsCount() * swizzle.UnpackComponentSize();
-
-            int addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps);
-
-            for (int i = 0; i < addressMatches; i++)
-            {
-                Texture texture = _textureOverlaps[i];
-                FormatInfo format = texture.Info.FormatInfo;
-
-                if (texture.Info.DepthOrLayers > 1)
-                {
-                    continue;
-                }
-
-                bool match;
-
-                if (linear)
-                {
-                    // Size is not available for linear textures. Use the stride and end of the copy region instead.
-
-                    match = texture.Info.IsLinear && texture.Info.Stride == cbp.DstStride && tex.RegionY + cbp.YCount <= texture.Info.Height;
-                }
-                else
-                {
-                    // Bpp may be a mismatch between the target texture and the param.
-                    // Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison.
-                    // Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size.
-
-                    bool sizeMatch = cbp.XCount * bpp == texture.Info.Width * format.BytesPerPixel && tex.Height == texture.Info.Height;
-                    bool formatMatch = !texture.Info.IsLinear &&
-                                        texture.Info.GobBlocksInY == tex.MemoryLayout.UnpackGobBlocksInY() &&
-                                        texture.Info.GobBlocksInZ == tex.MemoryLayout.UnpackGobBlocksInZ();
-
-                    match = sizeMatch && formatMatch;
-                }
-
-                if (match)
-                {
-                    return texture;
-                }
-            }
-
-            return null;
-        }
-
-        /// <summary>
-        /// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
-        /// </summary>
-        private void ShrinkOverlapsBufferIfNeeded()
-        {
-            if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
-            {
-                Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
-            }
-        }
-
-        /// <summary>
-        /// Adjusts the size of the texture information for a given mipmap level,
-        /// based on the size of a parent texture.
-        /// </summary>
-        /// <param name="parent">The parent texture</param>
-        /// <param name="info">The texture information to be adjusted</param>
-        /// <param name="firstLevel">The first level of the texture view</param>
-        /// <returns>The adjusted texture information with the new size</returns>
-        private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
-        {
-            // When the texture is used as view of another texture, we must
-            // ensure that the sizes are valid, otherwise data uploads would fail
-            // (and the size wouldn't match the real size used on the host API).
-            // Given a parent texture from where the view is created, we have the
-            // following rules:
-            // - The view size must be equal to the parent size, divided by (2 ^ l),
-            // where l is the first mipmap level of the view. The division result must
-            // be rounded down, and the result must be clamped to 1.
-            // - If the parent format is compressed, and the view format isn't, the
-            // view size is calculated as above, but the width and height of the
-            // view must be also divided by the compressed format block width and height.
-            // - If the parent format is not compressed, and the view is, the view
-            // size is calculated as described on the first point, but the width and height
-            // of the view must be also multiplied by the block width and height.
-            int width  = Math.Max(1, parent.Info.Width  >> firstLevel);
-            int height = Math.Max(1, parent.Info.Height >> firstLevel);
-
-            if (parent.Info.FormatInfo.IsCompressed && !info.FormatInfo.IsCompressed)
-            {
-                width  = BitUtils.DivRoundUp(width,  parent.Info.FormatInfo.BlockWidth);
-                height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
-            }
-            else if (!parent.Info.FormatInfo.IsCompressed && info.FormatInfo.IsCompressed)
-            {
-                width  *= info.FormatInfo.BlockWidth;
-                height *= info.FormatInfo.BlockHeight;
-            }
-
-            int depthOrLayers;
-
-            if (info.Target == Target.Texture3D)
-            {
-                depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
-            }
-            else
-            {
-                depthOrLayers = info.DepthOrLayers;
-            }
-
-            return new TextureInfo(
-                info.GpuAddress,
-                width,
-                height,
-                depthOrLayers,
-                info.Levels,
-                info.SamplesInX,
-                info.SamplesInY,
-                info.Stride,
-                info.IsLinear,
-                info.GobBlocksInY,
-                info.GobBlocksInZ,
-                info.GobBlocksInTileX,
-                info.Target,
-                info.FormatInfo,
-                info.DepthStencilMode,
-                info.SwizzleR,
-                info.SwizzleG,
-                info.SwizzleB,
-                info.SwizzleA);
-        }
-
-
-        /// <summary>
-        /// Gets a texture creation information from texture information.
-        /// This can be used to create new host textures.
-        /// </summary>
-        /// <param name="info">Texture information</param>
-        /// <param name="caps">GPU capabilities</param>
-        /// <param name="scale">Texture scale factor, to be applied to the texture size</param>
-        /// <returns>The texture creation information</returns>
-        public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
-        {
-            FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps);
-
-            if (info.Target == Target.TextureBuffer)
-            {
-                // We assume that the host does not support signed normalized format
-                // (as is the case with OpenGL), so we just use a unsigned format.
-                // The shader will need the appropriate conversion code to compensate.
-                switch (formatInfo.Format)
-                {
-                    case Format.R8Snorm:
-                        formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1);
-                        break;
-                    case Format.R16Snorm:
-                        formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1);
-                        break;
-                    case Format.R8G8Snorm:
-                        formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2);
-                        break;
-                    case Format.R16G16Snorm:
-                        formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2);
-                        break;
-                    case Format.R8G8B8A8Snorm:
-                        formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4);
-                        break;
-                    case Format.R16G16B16A16Snorm:
-                        formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4);
-                        break;
-                }
-            }
-
-            int width  = info.Width  / info.SamplesInX;
-            int height = info.Height / info.SamplesInY;
-
-            int depth = info.GetDepth() * info.GetLayers();
-
-            if (scale != 1f)
-            {
-                width  = (int)MathF.Ceiling(width  * scale);
-                height = (int)MathF.Ceiling(height * scale);
-            }
-
-            return new TextureCreateInfo(
-                width,
-                height,
-                depth,
-                info.Levels,
-                info.Samples,
-                formatInfo.BlockWidth,
-                formatInfo.BlockHeight,
-                formatInfo.BytesPerPixel,
-                formatInfo.Format,
-                info.DepthStencilMode,
-                info.Target,
-                info.SwizzleR,
-                info.SwizzleG,
-                info.SwizzleB,
-                info.SwizzleA);
-        }
-
-        /// <summary>
-        /// Removes a texture from the cache.
-        /// </summary>
-        /// <remarks>
-        /// This only removes the texture from the internal list, not from the auto-deletion cache.
-        /// It may still have live references after the removal.
-        /// </remarks>
-        /// <param name="texture">The texture to be removed</param>
-        public void RemoveTextureFromCache(Texture texture)
-        {
-            lock (_textures)
-            {
-                _textures.Remove(texture);
-            }
-        }
-
-        /// <summary>
-        /// Disposes all textures and samplers in the cache.
+        /// Disposes the texture manager.
         /// It's an error to use the texture manager after disposal.
         /// </summary>
         public void Dispose()
         {
-            lock (_textures)
-            {
-                foreach (Texture texture in _textures)
-                {
-                    texture.Dispose();
-                }
+            _cpBindingsManager.Dispose();
+            _gpBindingsManager.Dispose();
 
-                _cpBindingsManager.Dispose();
-                _gpBindingsManager.Dispose();
+            for (int i = 0; i < _rtColors.Length; i++)
+            {
+                _rtColors[i]?.DecrementReferenceCount();
+                _rtColors[i] = null;
             }
+
+            _rtDepthStencil?.DecrementReferenceCount();
+            _rtDepthStencil = null;
         }
     }
 }
diff --git a/Ryujinx.Graphics.Gpu/Image/TexturePool.cs b/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
index 8f225f1634..128dd89e52 100644
--- a/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
@@ -57,7 +57,7 @@ namespace Ryujinx.Graphics.Gpu.Image
 
                 ProcessDereferenceQueue();
 
-                texture = Context.Methods.TextureManager.FindOrCreateTexture(TextureSearchFlags.ForSampler, info, layerSize);
+                texture = Context.Methods.TextureCache.FindOrCreateTexture(TextureSearchFlags.ForSampler, info, layerSize);
 
                 // If this happens, then the texture address is invalid, we can't add it to the cache.
                 if (texture == null)
diff --git a/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs b/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs
index 268cec389a..c9eebf8bb2 100644
--- a/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs
@@ -1,3 +1,4 @@
+using System;
 using System.Collections.Generic;
 
 namespace Ryujinx.Graphics.Gpu.Image
@@ -7,7 +8,7 @@ namespace Ryujinx.Graphics.Gpu.Image
     /// 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
+    class TexturePoolCache : IDisposable
     {
         private const int MaxCapacity = 4;
 
@@ -72,5 +73,19 @@ namespace Ryujinx.Graphics.Gpu.Image
 
             return pool;
         }
+
+        /// <summary>
+        /// Disposes the texture pool cache.
+        /// It's an error to use the texture pool cache after disposal.
+        /// </summary>
+        public void Dispose()
+        {
+            foreach (TexturePool pool in _pools)
+            {
+                pool.Dispose();
+            }
+
+            _pools.Clear();
+        }
     }
 }
\ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Memory/BufferCache.cs b/Ryujinx.Graphics.Gpu/Memory/BufferCache.cs
new file mode 100644
index 0000000000..eb2d08ae36
--- /dev/null
+++ b/Ryujinx.Graphics.Gpu/Memory/BufferCache.cs
@@ -0,0 +1,390 @@
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.State;
+using Ryujinx.Memory.Range;
+using System;
+using System.Collections.Generic;
+using System.Linq;
+
+namespace Ryujinx.Graphics.Gpu.Memory
+{
+    /// <summary>
+    /// Buffer cache.
+    /// </summary>
+    class BufferCache : IDisposable
+    {
+        private const int OverlapsBufferInitialCapacity = 10;
+        private const int OverlapsBufferMaxCapacity     = 10000;
+
+        private const ulong BufferAlignmentSize = 0x1000;
+        private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
+
+        private GpuContext _context;
+
+        private readonly RangeList<Buffer> _buffers;
+
+        private Buffer[] _bufferOverlaps;
+
+        private readonly Dictionary<ulong, BufferCacheEntry> _dirtyCache;
+
+        public event Action NotifyBuffersModified;
+
+        /// <summary>
+        /// Creates a new instance of the buffer manager.
+        /// </summary>
+        /// <param name="context">The GPU context that the buffer manager belongs to</param>
+        public BufferCache(GpuContext context)
+        {
+            _context = context;
+
+            _buffers = new RangeList<Buffer>();
+
+            _bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
+
+            _dirtyCache = new Dictionary<ulong, BufferCacheEntry>();
+        }
+
+        /// <summary>
+        /// Handles removal of buffers written to a memory region being unmapped.
+        /// </summary>
+        /// <param name="sender">Sender object</param>
+        /// <param name="e">Event arguments</param>
+        public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
+        {
+            Buffer[] overlaps = new Buffer[10];
+            int overlapCount;
+
+            ulong address = _context.MemoryManager.Translate(e.Address);
+            ulong size = e.Size;
+
+            lock (_buffers)
+            {
+                overlapCount = _buffers.FindOverlaps(address, size, ref overlaps);
+            }
+
+            for (int i = 0; i < overlapCount; i++)
+            {
+                overlaps[i].Unmapped(address, size);
+            }
+        }
+
+        /// <summary>
+        /// Performs address translation of the GPU virtual address, and creates a
+        /// new buffer, if needed, for the specified range.
+        /// </summary>
+        /// <param name="gpuVa">Start GPU virtual address of the buffer</param>
+        /// <param name="size">Size in bytes of the buffer</param>
+        /// <returns>CPU virtual address of the buffer, after address translation</returns>
+        public ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
+        {
+            if (gpuVa == 0)
+            {
+                return 0;
+            }
+
+            ulong address = _context.MemoryManager.Translate(gpuVa);
+
+            if (address == MemoryManager.PteUnmapped)
+            {
+                return 0;
+            }
+
+            CreateBuffer(address, size);
+
+            return address;
+        }
+
+        /// <summary>
+        /// Creates a new buffer for the specified range, if it does not yet exist.
+        /// This can be used to ensure the existance of a buffer.
+        /// </summary>
+        /// <param name="address">Address of the buffer in memory</param>
+        /// <param name="size">Size of the buffer in bytes</param>
+        public void CreateBuffer(ulong address, ulong size)
+        {
+            ulong endAddress = address + size;
+
+            ulong alignedAddress = address & ~BufferAlignmentMask;
+
+            ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
+
+            // The buffer must have the size of at least one page.
+            if (alignedEndAddress == alignedAddress)
+            {
+                alignedEndAddress += BufferAlignmentSize;
+            }
+
+            CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
+        }
+
+        /// <summary>
+        /// Performs address translation of the GPU virtual address, and attempts to force
+        /// the buffer in the region as dirty.
+        /// The buffer lookup for this function is cached in a dictionary for quick access, which
+        /// accelerates common UBO updates.
+        /// </summary>
+        /// <param name="gpuVa">Start GPU virtual address of the buffer</param>
+        /// <param name="size">Size in bytes of the buffer</param>
+        public void ForceDirty(ulong gpuVa, ulong size)
+        {
+            BufferCacheEntry result;
+
+            if (!_dirtyCache.TryGetValue(gpuVa, out result) || result.EndGpuAddress < gpuVa + size || result.UnmappedSequence != result.Buffer.UnmappedSequence)
+            {
+                ulong address = TranslateAndCreateBuffer(gpuVa, size);
+                result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size));
+
+                _dirtyCache[gpuVa] = result;
+            }
+
+            result.Buffer.ForceDirty(result.Address, size);
+        }
+
+        /// <summary>
+        /// Creates a new buffer for the specified range, if needed.
+        /// If a buffer where this range can be fully contained already exists,
+        /// then the creation of a new buffer is not necessary.
+        /// </summary>
+        /// <param name="address">Address of the buffer in guest memory</param>
+        /// <param name="size">Size in bytes of the buffer</param>
+        private void CreateBufferAligned(ulong address, ulong size)
+        {
+            int overlapsCount;
+
+            lock (_buffers)
+            {
+                overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
+            }
+
+            if (overlapsCount != 0)
+            {
+                // The buffer already exists. We can just return the existing buffer
+                // if the buffer we need is fully contained inside the overlapping buffer.
+                // Otherwise, we must delete the overlapping buffers and create a bigger buffer
+                // that fits all the data we need. We also need to copy the contents from the
+                // old buffer(s) to the new buffer.
+                ulong endAddress = address + size;
+
+                if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
+                {
+                    for (int index = 0; index < overlapsCount; index++)
+                    {
+                        Buffer buffer = _bufferOverlaps[index];
+
+                        address    = Math.Min(address,    buffer.Address);
+                        endAddress = Math.Max(endAddress, buffer.EndAddress);
+
+                        lock (_buffers)
+                        {
+                            _buffers.Remove(buffer);
+                        }
+                    }
+
+                    Buffer newBuffer = new Buffer(_context, address, endAddress - address, _bufferOverlaps.Take(overlapsCount));
+
+                    lock (_buffers)
+                    {
+                        _buffers.Add(newBuffer);
+                    }
+
+                    for (int index = 0; index < overlapsCount; index++)
+                    {
+                        Buffer buffer = _bufferOverlaps[index];
+
+                        int dstOffset = (int)(buffer.Address - newBuffer.Address);
+
+                        buffer.CopyTo(newBuffer, dstOffset);
+                        newBuffer.InheritModifiedRanges(buffer);
+
+                        buffer.DisposeData();
+                    }
+
+                    newBuffer.SynchronizeMemory(address, endAddress - address);
+
+                    // Existing buffers were modified, we need to rebind everything.
+                    NotifyBuffersModified?.Invoke();
+                }
+            }
+            else
+            {
+                // No overlap, just create a new buffer.
+                Buffer buffer = new Buffer(_context, address, size);
+
+                lock (_buffers)
+                {
+                    _buffers.Add(buffer);
+                }
+            }
+
+            ShrinkOverlapsBufferIfNeeded();
+        }
+
+        /// <summary>
+        /// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
+        /// </summary>
+        private void ShrinkOverlapsBufferIfNeeded()
+        {
+            if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
+            {
+                Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
+            }
+        }
+
+        /// <summary>
+        /// Copy a buffer data from a given address to another.
+        /// </summary>
+        /// <remarks>
+        /// This does a GPU side copy.
+        /// </remarks>
+        /// <param name="srcVa">GPU virtual address of the copy source</param>
+        /// <param name="dstVa">GPU virtual address of the copy destination</param>
+        /// <param name="size">Size in bytes of the copy</param>
+        public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
+        {
+            ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
+            ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
+
+            Buffer srcBuffer = GetBuffer(srcAddress, size);
+            Buffer dstBuffer = GetBuffer(dstAddress, size);
+
+            int srcOffset = (int)(srcAddress - srcBuffer.Address);
+            int dstOffset = (int)(dstAddress - dstBuffer.Address);
+
+            _context.Renderer.Pipeline.CopyBuffer(
+                srcBuffer.Handle,
+                dstBuffer.Handle,
+                srcOffset,
+                dstOffset,
+                (int)size);
+
+            if (srcBuffer.IsModified(srcAddress, size))
+            {
+                dstBuffer.SignalModified(dstAddress, size);
+            }
+            else
+            {
+                // Optimization: If the data being copied is already in memory, then copy it directly instead of flushing from GPU.
+
+                dstBuffer.ClearModified(dstAddress, size);
+                _context.PhysicalMemory.WriteUntracked(dstAddress, _context.PhysicalMemory.GetSpan(srcAddress, (int)size));
+            }
+        }
+
+        /// <summary>
+        /// Clears a buffer at a given address with the specified value.
+        /// </summary>
+        /// <remarks>
+        /// Both the address and size must be aligned to 4 bytes.
+        /// </remarks>
+        /// <param name="gpuVa">GPU virtual address of the region to clear</param>
+        /// <param name="size">Number of bytes to clear</param>
+        /// <param name="value">Value to be written into the buffer</param>
+        public void ClearBuffer(GpuVa gpuVa, ulong size, uint value)
+        {
+            ulong address = TranslateAndCreateBuffer(gpuVa.Pack(), size);
+
+            Buffer buffer = GetBuffer(address, size);
+
+            int offset = (int)(address - buffer.Address);
+
+            _context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value);
+
+            buffer.SignalModified(address, size);
+        }
+
+        /// <summary>
+        /// Gets a buffer sub-range starting at a given memory address.
+        /// </summary>
+        /// <param name="address">Start address of the memory range</param>
+        /// <param name="size">Size in bytes of the memory range</param>
+        /// <param name="write">Whether the buffer will be written to by this use</param>
+        /// <returns>The buffer sub-range starting at the given memory address</returns>
+        public BufferRange GetBufferRangeTillEnd(ulong address, ulong size, bool write = false)
+        {
+            return GetBuffer(address, size, write).GetRange(address);
+        }
+
+        /// <summary>
+        /// Gets a buffer sub-range for a given memory range.
+        /// </summary>
+        /// <param name="address">Start address of the memory range</param>
+        /// <param name="size">Size in bytes of the memory range</param>
+        /// <param name="write">Whether the buffer will be written to by this use</param>
+        /// <returns>The buffer sub-range for the given range</returns>
+        public BufferRange GetBufferRange(ulong address, ulong size, bool write = false)
+        {
+            return GetBuffer(address, size, write).GetRange(address, size);
+        }
+
+        /// <summary>
+        /// Gets a buffer for a given memory range.
+        /// A buffer overlapping with the specified range is assumed to already exist on the cache.
+        /// </summary>
+        /// <param name="address">Start address of the memory range</param>
+        /// <param name="size">Size in bytes of the memory range</param>
+        /// <param name="write">Whether the buffer will be written to by this use</param>
+        /// <returns>The buffer where the range is fully contained</returns>
+        private Buffer GetBuffer(ulong address, ulong size, bool write = false)
+        {
+            Buffer buffer;
+
+            if (size != 0)
+            {
+                lock (_buffers)
+                {
+                    buffer = _buffers.FindFirstOverlap(address, size);
+                }
+
+                buffer.SynchronizeMemory(address, size);
+
+                if (write)
+                {
+                    buffer.SignalModified(address, size);
+                }
+            }
+            else
+            {
+                lock (_buffers)
+                {
+                    buffer = _buffers.FindFirstOverlap(address, 1);
+                }
+            }
+
+            return buffer;
+        }
+
+        /// <summary>
+        /// Performs guest to host memory synchronization of a given memory range.
+        /// </summary>
+        /// <param name="address">Start address of the memory range</param>
+        /// <param name="size">Size in bytes of the memory range</param>
+        public void SynchronizeBufferRange(ulong address, ulong size)
+        {
+            if (size != 0)
+            {
+                Buffer buffer;
+
+                lock (_buffers)
+                {
+                    buffer = _buffers.FindFirstOverlap(address, size);
+                }
+
+                buffer.SynchronizeMemory(address, size);
+            }
+        }
+
+        /// <summary>
+        /// Disposes all buffers in the cache.
+        /// It's an error to use the buffer manager after disposal.
+        /// </summary>
+        public void Dispose()
+        {
+            lock (_buffers)
+            {
+                foreach (Buffer buffer in _buffers)
+                {
+                    buffer.Dispose();
+                }
+            }
+        }
+    }
+}
\ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs b/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs
index 20fa1f3a9a..e43cb3b3cd 100644
--- a/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs
+++ b/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs
@@ -1,9 +1,7 @@
-using Ryujinx.Common;
+using Ryujinx.Common;
 using Ryujinx.Graphics.GAL;
 using Ryujinx.Graphics.Gpu.Image;
-using Ryujinx.Graphics.Gpu.State;
 using Ryujinx.Graphics.Shader;
-using Ryujinx.Memory.Range;
 using System;
 using System.Collections.Generic;
 using System.Collections.ObjectModel;
@@ -14,26 +12,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
     /// <summary>
     /// Buffer manager.
     /// </summary>
-    class BufferManager
+    class BufferManager : IDisposable
     {
         private const int StackToHeapThreshold = 16;
 
-        private const int OverlapsBufferInitialCapacity = 10;
-        private const int OverlapsBufferMaxCapacity     = 10000;
-
-        private const ulong BufferAlignmentSize = 0x1000;
-        private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
-
-        private GpuContext _context;
-
-        private RangeList<Buffer> _buffers;
-
-        private Buffer[] _bufferOverlaps;
+        private readonly GpuContext _context;
 
         private IndexBuffer _indexBuffer;
-        private VertexBuffer[] _vertexBuffers;
-        private BufferBounds[] _transformFeedbackBuffers;
-        private List<BufferTextureBinding> _bufferTextures;
+        private readonly VertexBuffer[] _vertexBuffers;
+        private readonly BufferBounds[] _transformFeedbackBuffers;
+        private readonly List<BufferTextureBinding> _bufferTextures;
 
         /// <summary>
         /// Holds shader stage buffer state and binding information.
@@ -94,10 +82,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
             }
         }
 
-        private BuffersPerStage   _cpStorageBuffers;
-        private BuffersPerStage   _cpUniformBuffers;
-        private BuffersPerStage[] _gpStorageBuffers;
-        private BuffersPerStage[] _gpUniformBuffers;
+        private readonly BuffersPerStage _cpStorageBuffers;
+        private readonly BuffersPerStage _cpUniformBuffers;
+        private readonly BuffersPerStage[] _gpStorageBuffers;
+        private readonly BuffersPerStage[] _gpUniformBuffers;
 
         private int _cpStorageBufferBindings;
         private int _cpUniformBufferBindings;
@@ -114,20 +102,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
 
         private bool _rebind;
 
-        private Dictionary<ulong, BufferCacheEntry> _dirtyCache;
-
         /// <summary>
         /// Creates a new instance of the buffer manager.
         /// </summary>
-        /// <param name="context">The GPU context that the buffer manager belongs to</param>
+        /// <param name="context">GPU context that the buffer manager belongs to</param>
         public BufferManager(GpuContext context)
         {
             _context = context;
 
-            _buffers = new RangeList<Buffer>();
-
-            _bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
-
             _vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
 
             _transformFeedbackBuffers = new BufferBounds[Constants.TotalTransformFeedbackBuffers];
@@ -146,9 +128,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
 
             _bufferTextures = new List<BufferTextureBinding>();
 
-            _dirtyCache = new Dictionary<ulong, BufferCacheEntry>();
+            context.Methods.BufferCache.NotifyBuffersModified += Rebind;
         }
 
+
         /// <summary>
         /// Sets the memory range with the index buffer data, to be used for subsequent draw calls.
         /// </summary>
@@ -157,11 +140,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
         /// <param name="type">Type of each index buffer element</param>
         public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
         {
-            ulong address = TranslateAndCreateBuffer(gpuVa, size);
+            ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
 
             _indexBuffer.Address = address;
-            _indexBuffer.Size    = size;
-            _indexBuffer.Type    = type;
+            _indexBuffer.Size = size;
+            _indexBuffer.Type = type;
 
             _indexBufferDirty = true;
         }
@@ -188,11 +171,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
         /// <param name="divisor">Vertex divisor of the buffer, for instanced draws</param>
         public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor)
         {
-            ulong address = TranslateAndCreateBuffer(gpuVa, size);
+            ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
 
             _vertexBuffers[index].Address = address;
-            _vertexBuffers[index].Size    = size;
-            _vertexBuffers[index].Stride  = stride;
+            _vertexBuffers[index].Size = size;
+            _vertexBuffers[index].Stride = stride;
             _vertexBuffers[index].Divisor = divisor;
 
             _vertexBuffersDirty = true;
@@ -216,7 +199,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
         /// <param name="size">Size in bytes of the transform feedback buffer</param>
         public void SetTransformFeedbackBuffer(int index, ulong gpuVa, ulong size)
         {
-            ulong address = TranslateAndCreateBuffer(gpuVa, size);
+            ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
 
             _transformFeedbackBuffers[index] = new BufferBounds(address, size);
             _transformFeedbackBuffersDirty = true;
@@ -236,7 +219,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
 
             gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
 
-            ulong address = TranslateAndCreateBuffer(gpuVa, size);
+            ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
 
             _cpStorageBuffers.SetBounds(index, address, size, flags);
         }
@@ -256,10 +239,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
 
             gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
 
-            ulong address = TranslateAndCreateBuffer(gpuVa, size);
+            ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
 
             if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
-                _gpStorageBuffers[stage].Buffers[index].Size    != size)
+                _gpStorageBuffers[stage].Buffers[index].Size != size)
             {
                 _gpStorageBuffersDirty = true;
             }
@@ -276,7 +259,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
         /// <param name="size">Size in bytes of the storage buffer</param>
         public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
         {
-            ulong address = TranslateAndCreateBuffer(gpuVa, size);
+            ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
 
             _cpUniformBuffers.SetBounds(index, address, size);
         }
@@ -291,7 +274,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
         /// <param name="size">Size in bytes of the storage buffer</param>
         public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
         {
-            ulong address = TranslateAndCreateBuffer(gpuVa, size);
+            ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
 
             _gpUniformBuffers[stage].SetBounds(index, address, size);
             _gpUniformBuffersDirty = true;
@@ -397,191 +380,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
             return mask;
         }
 
-        /// <summary>
-        /// Handles removal of buffers written to a memory region being unmapped.
-        /// </summary>
-        /// <param name="sender">Sender object</param>
-        /// <param name="e">Event arguments</param>
-        public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
-        {
-            Buffer[] overlaps = new Buffer[10];
-            int overlapCount;
-
-            ulong address = _context.MemoryManager.Translate(e.Address);
-            ulong size = e.Size;
-
-            lock (_buffers)
-            {
-                overlapCount = _buffers.FindOverlaps(address, size, ref overlaps);
-            }
-
-            for (int i = 0; i < overlapCount; i++)
-            {
-                overlaps[i].Unmapped(address, size);
-            }
-        }
-
-        /// <summary>
-        /// Performs address translation of the GPU virtual address, and creates a
-        /// new buffer, if needed, for the specified range.
-        /// </summary>
-        /// <param name="gpuVa">Start GPU virtual address of the buffer</param>
-        /// <param name="size">Size in bytes of the buffer</param>
-        /// <returns>CPU virtual address of the buffer, after address translation</returns>
-        private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
-        {
-            if (gpuVa == 0)
-            {
-                return 0;
-            }
-
-            ulong address = _context.MemoryManager.Translate(gpuVa);
-
-            if (address == MemoryManager.PteUnmapped)
-            {
-                return 0;
-            }
-
-            CreateBuffer(address, size);
-
-            return address;
-        }
-
-        /// <summary>
-        /// Creates a new buffer for the specified range, if it does not yet exist.
-        /// This can be used to ensure the existance of a buffer.
-        /// </summary>
-        /// <param name="address">Address of the buffer in memory</param>
-        /// <param name="size">Size of the buffer in bytes</param>
-        public void CreateBuffer(ulong address, ulong size)
-        {
-            ulong endAddress = address + size;
-
-            ulong alignedAddress = address & ~BufferAlignmentMask;
-
-            ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
-
-            // The buffer must have the size of at least one page.
-            if (alignedEndAddress == alignedAddress)
-            {
-                alignedEndAddress += BufferAlignmentSize;
-            }
-
-            CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
-        }
-
-        /// <summary>
-        /// Performs address translation of the GPU virtual address, and attempts to force
-        /// the buffer in the region as dirty.
-        /// The buffer lookup for this function is cached in a dictionary for quick access, which
-        /// accelerates common UBO updates.
-        /// </summary>
-        /// <param name="gpuVa">Start GPU virtual address of the buffer</param>
-        /// <param name="size">Size in bytes of the buffer</param>
-        public void ForceDirty(ulong gpuVa, ulong size)
-        {
-            BufferCacheEntry result;
-
-            if (!_dirtyCache.TryGetValue(gpuVa, out result) || result.EndGpuAddress < gpuVa + size || result.UnmappedSequence != result.Buffer.UnmappedSequence)
-            {
-                ulong address = TranslateAndCreateBuffer(gpuVa, size);
-                result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size));
-
-                _dirtyCache[gpuVa] = result;
-            }
-
-            result.Buffer.ForceDirty(result.Address, size);
-        }
-
-        /// <summary>
-        /// Creates a new buffer for the specified range, if needed.
-        /// If a buffer where this range can be fully contained already exists,
-        /// then the creation of a new buffer is not necessary.
-        /// </summary>
-        /// <param name="address">Address of the buffer in guest memory</param>
-        /// <param name="size">Size in bytes of the buffer</param>
-        private void CreateBufferAligned(ulong address, ulong size)
-        {
-            int overlapsCount;
-
-            lock (_buffers)
-            {
-                overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
-            }
-
-            if (overlapsCount != 0)
-            {
-                // The buffer already exists. We can just return the existing buffer
-                // if the buffer we need is fully contained inside the overlapping buffer.
-                // Otherwise, we must delete the overlapping buffers and create a bigger buffer
-                // that fits all the data we need. We also need to copy the contents from the
-                // old buffer(s) to the new buffer.
-                ulong endAddress = address + size;
-
-                if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
-                {
-                    for (int index = 0; index < overlapsCount; index++)
-                    {
-                        Buffer buffer = _bufferOverlaps[index];
-
-                        address    = Math.Min(address,    buffer.Address);
-                        endAddress = Math.Max(endAddress, buffer.EndAddress);
-
-                        lock (_buffers)
-                        {
-                            _buffers.Remove(buffer);
-                        }
-                    }
-
-                    Buffer newBuffer = new Buffer(_context, address, endAddress - address, _bufferOverlaps.Take(overlapsCount));
-
-                    lock (_buffers)
-                    {
-                        _buffers.Add(newBuffer);
-                    }
-
-                    for (int index = 0; index < overlapsCount; index++)
-                    {
-                        Buffer buffer = _bufferOverlaps[index];
-
-                        int dstOffset = (int)(buffer.Address - newBuffer.Address);
-
-                        buffer.CopyTo(newBuffer, dstOffset);
-                        newBuffer.InheritModifiedRanges(buffer);
-
-                        buffer.DisposeData();
-                    }
-
-                    newBuffer.SynchronizeMemory(address, endAddress - address);
-
-                    // Existing buffers were modified, we need to rebind everything.
-                    _rebind = true;
-                }
-            }
-            else
-            {
-                // No overlap, just create a new buffer.
-                Buffer buffer = new Buffer(_context, address, size);
-
-                lock (_buffers)
-                {
-                    _buffers.Add(buffer);
-                }
-            }
-
-            ShrinkOverlapsBufferIfNeeded();
-        }
-
-        /// <summary>
-        /// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
-        /// </summary>
-        private void ShrinkOverlapsBufferIfNeeded()
-        {
-            if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
-            {
-                Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
-            }
-        }
 
         /// <summary>
         /// Gets the address of the compute uniform buffer currently bound at the given index.
@@ -624,7 +422,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
                 {
                     // The storage buffer size is not reliable (it might be lower than the actual size),
                     // so we bind the entire buffer to allow otherwise out of range accesses to work.
-                    sRanges[bindingInfo.Binding] = GetBufferRangeTillEnd(
+                    sRanges[bindingInfo.Binding] = _context.Methods.BufferCache.GetBufferRangeTillEnd(
                         bounds.Address,
                         bounds.Size,
                         bounds.Flags.HasFlag(BufferUsageFlags.Write));
@@ -645,7 +443,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
 
                 if (bounds.Address != 0)
                 {
-                    uRanges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
+                    uRanges[bindingInfo.Binding] = _context.Methods.BufferCache.GetBufferRange(bounds.Address, bounds.Size);
                 }
             }
 
@@ -654,7 +452,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
             CommitBufferTextureBindings();
 
             // Force rebind after doing compute work.
-            _rebind = true;
+            Rebind();
         }
 
         /// <summary>
@@ -666,7 +464,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
             {
                 foreach (var binding in _bufferTextures)
                 {
-                    binding.Texture.SetStorage(GetBufferRange(binding.Address, binding.Size, binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore)));
+                    var isStore = binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
+                    var range = _context.Methods.BufferCache.GetBufferRange(binding.Address, binding.Size, isStore);
+                    binding.Texture.SetStorage(range);
 
                     // The texture must be rebound to use the new storage if it was updated.
 
@@ -696,14 +496,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
 
                 if (_indexBuffer.Address != 0)
                 {
-                    BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
+                    BufferRange buffer = _context.Methods.BufferCache.GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
 
                     _context.Renderer.Pipeline.SetIndexBuffer(buffer, _indexBuffer.Type);
                 }
             }
             else if (_indexBuffer.Address != 0)
             {
-                SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
+                _context.Methods.BufferCache.SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
             }
 
             uint vbEnableMask = _vertexBuffersEnableMask;
@@ -723,7 +523,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
                         continue;
                     }
 
-                    BufferRange buffer = GetBufferRange(vb.Address, vb.Size);
+                    BufferRange buffer = _context.Methods.BufferCache.GetBufferRange(vb.Address, vb.Size);
 
                     vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor);
                 }
@@ -741,7 +541,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
                         continue;
                     }
 
-                    SynchronizeBufferRange(vb.Address, vb.Size);
+                    _context.Methods.BufferCache.SynchronizeBufferRange(vb.Address, vb.Size);
                 }
             }
 
@@ -761,7 +561,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
                         continue;
                     }
 
-                    tfbs[index] = GetBufferRange(tfb.Address, tfb.Size);
+                    tfbs[index] = _context.Methods.BufferCache.GetBufferRange(tfb.Address, tfb.Size);
                 }
 
                 _context.Renderer.Pipeline.SetTransformFeedbackBuffers(tfbs);
@@ -777,7 +577,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
                         continue;
                     }
 
-                    SynchronizeBufferRange(tfb.Address, tfb.Size);
+                    _context.Methods.BufferCache.SynchronizeBufferRange(tfb.Address, tfb.Size);
                 }
             }
 
@@ -831,9 +631,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
 
                     if (bounds.Address != 0)
                     {
+                        var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
                         ranges[bindingInfo.Binding] = isStorage
-                            ? GetBufferRangeTillEnd(bounds.Address, bounds.Size, bounds.Flags.HasFlag(BufferUsageFlags.Write))
-                            : GetBufferRange(bounds.Address, bounds.Size, bounds.Flags.HasFlag(BufferUsageFlags.Write));
+                            ? _context.Methods.BufferCache.GetBufferRangeTillEnd(bounds.Address, bounds.Size, isWrite)
+                            : _context.Methods.BufferCache.GetBufferRange(bounds.Address, bounds.Size, isWrite);
                     }
                 }
             }
@@ -869,7 +670,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
                         continue;
                     }
 
-                    SynchronizeBufferRange(bounds.Address, bounds.Size);
+                    _context.Methods.BufferCache.SynchronizeBufferRange(bounds.Address, bounds.Size);
                 }
             }
         }
@@ -885,167 +686,26 @@ namespace Ryujinx.Graphics.Gpu.Memory
         /// <param name="isImage">Whether the binding is for an image or a sampler</param>
         public void SetBufferTextureStorage(ITexture texture, ulong address, ulong size, TextureBindingInfo bindingInfo, Format format, bool isImage)
         {
-            CreateBuffer(address, size);
+            _context.Methods.BufferCache.CreateBuffer(address, size);
 
             _bufferTextures.Add(new BufferTextureBinding(texture, address, size, bindingInfo, format, isImage));
         }
 
         /// <summary>
-        /// Copy a buffer data from a given address to another.
+        /// Force all bound textures and images to be rebound the next time CommitBindings is called.
         /// </summary>
-        /// <remarks>
-        /// This does a GPU side copy.
-        /// </remarks>
-        /// <param name="srcVa">GPU virtual address of the copy source</param>
-        /// <param name="dstVa">GPU virtual address of the copy destination</param>
-        /// <param name="size">Size in bytes of the copy</param>
-        public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
+        public void Rebind()
         {
-            ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
-            ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
-
-            Buffer srcBuffer = GetBuffer(srcAddress, size);
-            Buffer dstBuffer = GetBuffer(dstAddress, size);
-
-            int srcOffset = (int)(srcAddress - srcBuffer.Address);
-            int dstOffset = (int)(dstAddress - dstBuffer.Address);
-
-            _context.Renderer.Pipeline.CopyBuffer(
-                srcBuffer.Handle,
-                dstBuffer.Handle,
-                srcOffset,
-                dstOffset,
-                (int)size);
-
-            if (srcBuffer.IsModified(srcAddress, size))
-            {
-                dstBuffer.SignalModified(dstAddress, size);
-            }
-            else
-            {
-                // Optimization: If the data being copied is already in memory, then copy it directly instead of flushing from GPU.
-
-                dstBuffer.ClearModified(dstAddress, size);
-                _context.PhysicalMemory.WriteUntracked(dstAddress, _context.PhysicalMemory.GetSpan(srcAddress, (int)size));
-            }
+            _rebind = true;
         }
 
         /// <summary>
-        /// Clears a buffer at a given address with the specified value.
-        /// </summary>
-        /// <remarks>
-        /// Both the address and size must be aligned to 4 bytes.
-        /// </remarks>
-        /// <param name="gpuVa">GPU virtual address of the region to clear</param>
-        /// <param name="size">Number of bytes to clear</param>
-        /// <param name="value">Value to be written into the buffer</param>
-        public void ClearBuffer(GpuVa gpuVa, ulong size, uint value)
-        {
-            ulong address = TranslateAndCreateBuffer(gpuVa.Pack(), size);
-
-            Buffer buffer = GetBuffer(address, size);
-
-            int offset = (int)(address - buffer.Address);
-
-            _context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value);
-
-            buffer.SignalModified(address, size);
-        }
-
-        /// <summary>
-        /// Gets a buffer sub-range starting at a given memory address.
-        /// </summary>
-        /// <param name="address">Start address of the memory range</param>
-        /// <param name="size">Size in bytes of the memory range</param>
-        /// <param name="write">Whether the buffer will be written to by this use</param>
-        /// <returns>The buffer sub-range starting at the given memory address</returns>
-        private BufferRange GetBufferRangeTillEnd(ulong address, ulong size, bool write = false)
-        {
-            return GetBuffer(address, size, write).GetRange(address);
-        }
-
-        /// <summary>
-        /// Gets a buffer sub-range for a given memory range.
-        /// </summary>
-        /// <param name="address">Start address of the memory range</param>
-        /// <param name="size">Size in bytes of the memory range</param>
-        /// <param name="write">Whether the buffer will be written to by this use</param>
-        /// <returns>The buffer sub-range for the given range</returns>
-        private BufferRange GetBufferRange(ulong address, ulong size, bool write = false)
-        {
-            return GetBuffer(address, size, write).GetRange(address, size);
-        }
-
-        /// <summary>
-        /// Gets a buffer for a given memory range.
-        /// A buffer overlapping with the specified range is assumed to already exist on the cache.
-        /// </summary>
-        /// <param name="address">Start address of the memory range</param>
-        /// <param name="size">Size in bytes of the memory range</param>
-        /// <param name="write">Whether the buffer will be written to by this use</param>
-        /// <returns>The buffer where the range is fully contained</returns>
-        private Buffer GetBuffer(ulong address, ulong size, bool write = false)
-        {
-            Buffer buffer;
-
-            if (size != 0)
-            {
-                lock (_buffers)
-                {
-                    buffer = _buffers.FindFirstOverlap(address, size);
-                }
-
-                buffer.SynchronizeMemory(address, size);
-
-                if (write)
-                {
-                    buffer.SignalModified(address, size);
-                }
-            }
-            else
-            {
-                lock (_buffers)
-                {
-                    buffer = _buffers.FindFirstOverlap(address, 1);
-                }
-            }
-
-            return buffer;
-        }
-
-        /// <summary>
-        /// Performs guest to host memory synchronization of a given memory range.
-        /// </summary>
-        /// <param name="address">Start address of the memory range</param>
-        /// <param name="size">Size in bytes of the memory range</param>
-        private void SynchronizeBufferRange(ulong address, ulong size)
-        {
-            if (size != 0)
-            {
-                Buffer buffer;
-
-                lock (_buffers)
-                {
-                    buffer = _buffers.FindFirstOverlap(address, size);
-                }
-
-                buffer.SynchronizeMemory(address, size);
-            }
-        }
-
-        /// <summary>
-        /// Disposes all buffers in the cache.
-        /// It's an error to use the buffer manager after disposal.
+        /// Disposes the buffer manager.
+        /// It is an error to use the buffer manager after disposal.
         /// </summary>
         public void Dispose()
         {
-            lock (_buffers)
-            {
-                foreach (Buffer buffer in _buffers)
-                {
-                    buffer.Dispose();
-                }
-            }
+            _context.Methods.BufferCache.NotifyBuffersModified -= Rebind;
         }
     }
-}
\ No newline at end of file
+}
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
index f5373bd6f8..75ff037e15 100644
--- a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
@@ -129,8 +129,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
         public uint QueryConstantBufferUse()
         {
             return _compute
-                ? _context.Methods.BufferManager.GetComputeUniformBufferUseMask()
-                : _context.Methods.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
+                ? _state.Channel.BufferManager.GetComputeUniformBufferUseMask()
+                : _state.Channel.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
         }
 
         /// <summary>
@@ -190,11 +190,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
         {
             if (_compute)
             {
-                return _context.Methods.TextureManager.GetComputeTextureDescriptor(_state, handle, cbufSlot);
+                return _state.Channel.TextureManager.GetComputeTextureDescriptor(_state, handle, cbufSlot);
             }
             else
             {
-                return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle, cbufSlot);
+                return _state.Channel.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle, cbufSlot);
             }
         }
 
diff --git a/Ryujinx.Graphics.Gpu/State/GpuState.cs b/Ryujinx.Graphics.Gpu/State/GpuState.cs
index 16dad5c10e..ff4d782969 100644
--- a/Ryujinx.Graphics.Gpu/State/GpuState.cs
+++ b/Ryujinx.Graphics.Gpu/State/GpuState.cs
@@ -1,4 +1,5 @@
-using System;
+using Ryujinx.Graphics.Gpu.Image;
+using System;
 using System.Runtime.InteropServices;
 
 namespace Ryujinx.Graphics.Gpu.State
@@ -37,11 +38,19 @@ namespace Ryujinx.Graphics.Gpu.State
         /// </summary>
         public ShadowRamControl ShadowRamControl { get; set; }
 
+        /// <summary>
+        /// GPU channel for the sub-channel state.
+        /// </summary>
+        public GpuChannel Channel { get; }
+
         /// <summary>
         /// Creates a new instance of the GPU state.
         /// </summary>
-        public GpuState()
+        /// <param name="channel">Channel that the sub-channel state belongs to</param>
+        public GpuState(GpuChannel channel)
         {
+            Channel = channel;
+
             _memory = new int[RegistersCount];
             _shadow = new int[RegistersCount];
 
@@ -221,6 +230,21 @@ namespace Ryujinx.Graphics.Gpu.State
             }
         }
 
+        /// <summary>
+        /// Forces a full host state update by marking all state as modified,
+        /// and also requests all GPU resources in use to be rebound.
+        /// </summary>
+        public void ForceAllDirty()
+        {
+            for (int index = 0; index < _registers.Length; index++)
+            {
+                _registers[index].Modified = true;
+            }
+
+            Channel.BufferManager.Rebind();
+            Channel.TextureManager.Rebind();
+        }
+
         /// <summary>
         /// Checks if a given register has been modified since the last call to this method.
         /// </summary>
diff --git a/Ryujinx.Graphics.Gpu/Window.cs b/Ryujinx.Graphics.Gpu/Window.cs
index ad70adfd04..28cc17ed5b 100644
--- a/Ryujinx.Graphics.Gpu/Window.cs
+++ b/Ryujinx.Graphics.Gpu/Window.cs
@@ -174,7 +174,7 @@ namespace Ryujinx.Graphics.Gpu
             {
                 pt.AcquireCallback(_context, pt.UserObj);
 
-                Texture texture = _context.Methods.TextureManager.FindOrCreateTexture(TextureSearchFlags.WithUpscale, pt.Info, 0, null, pt.Range);
+                Texture texture = _context.Methods.TextureCache.FindOrCreateTexture(TextureSearchFlags.WithUpscale, pt.Info, 0, null, pt.Range);
 
                 texture.SynchronizeMemory();
 
diff --git a/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostChannel/NvHostChannelDeviceFile.cs b/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostChannel/NvHostChannelDeviceFile.cs
index 807e0c9276..644fc83556 100644
--- a/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostChannel/NvHostChannelDeviceFile.cs
+++ b/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostChannel/NvHostChannelDeviceFile.cs
@@ -1,5 +1,5 @@
-using Ryujinx.Common.Collections;
-using Ryujinx.Common.Logging;
+using Ryujinx.Common.Logging;
+using Ryujinx.Graphics.Gpu;
 using Ryujinx.Graphics.Gpu.Memory;
 using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostAsGpu;
 using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel.Types;
@@ -24,7 +24,8 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
         private readonly Switch _device;
 
         private readonly IVirtualMemoryManager _memory;
-        private NvMemoryAllocator _memoryAllocator;
+        private readonly NvMemoryAllocator _memoryAllocator;
+        private readonly GpuChannel _channel;
 
         public enum ResourcePolicy
         {
@@ -42,12 +43,13 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
 
         public NvHostChannelDeviceFile(ServiceCtx context, IVirtualMemoryManager memory, long owner) : base(context, owner)
         {
-            _device        = context.Device;
-            _memory        = memory;
-            _timeout       = 3000;
-            _submitTimeout = 0;
-            _timeslice     = 0;
+            _device          = context.Device;
+            _memory          = memory;
+            _timeout         = 3000;
+            _submitTimeout   = 0;
+            _timeslice       = 0;
             _memoryAllocator = _device.MemoryAllocator;
+            _channel         = _device.Gpu.CreateChannel();
 
             ChannelSyncpoints = new uint[MaxModuleSyncpoint];
 
@@ -429,10 +431,10 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
 
             if (header.Flags.HasFlag(SubmitGpfifoFlags.FenceWait) && !_device.System.HostSyncpoint.IsSyncpointExpired(header.Fence.Id, header.Fence.Value))
             {
-                _device.Gpu.GPFifo.PushHostCommandBuffer(CreateWaitCommandBuffer(header.Fence));
+                _channel.PushHostCommandBuffer(CreateWaitCommandBuffer(header.Fence));
             }
 
-            _device.Gpu.GPFifo.PushEntries(entries);
+            _channel.PushEntries(entries);
 
             header.Fence.Id = _channelSyncpoint.Id;
 
@@ -454,7 +456,7 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
 
             if (header.Flags.HasFlag(SubmitGpfifoFlags.FenceIncrement))
             {
-                _device.Gpu.GPFifo.PushHostCommandBuffer(CreateIncrementCommandBuffer(ref header.Fence, header.Flags));
+                _channel.PushHostCommandBuffer(CreateIncrementCommandBuffer(ref header.Fence, header.Flags));
             }
 
             header.Flags = SubmitGpfifoFlags.None;
@@ -541,6 +543,9 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
             return commandBuffer;
         }
 
-        public override void Close() { }
+        public override void Close()
+        {
+            _channel.Dispose();
+        }
     }
 }