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jinx/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs

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2019-10-13 06:02:07 +00:00
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
class TexturePoolCache
{
private const int MaxCapacity = 4;
private GpuContext _context;
private TextureManager _textureManager;
private LinkedList<TexturePool> _pools;
public TexturePoolCache(GpuContext context, TextureManager textureManager)
{
_context = context;
_textureManager = textureManager;
_pools = new LinkedList<TexturePool>();
}
public TexturePool FindOrCreate(ulong address, int maximumId)
{
TexturePool pool;
// First we try to find the pool.
for (LinkedListNode<TexturePool> node = _pools.First; node != null; node = node.Next)
{
pool = node.Value;
if (pool.Address == address)
{
if (pool.CacheNode != _pools.Last)
{
_pools.Remove(pool.CacheNode);
pool.CacheNode = _pools.AddLast(pool);
}
return pool;
}
}
// If not found, create a new one.
pool = new TexturePool(_context, _textureManager, address, maximumId);
pool.CacheNode = _pools.AddLast(pool);
if (_pools.Count > MaxCapacity)
{
TexturePool oldestPool = _pools.First.Value;
_pools.RemoveFirst();
oldestPool.Dispose();
oldestPool.CacheNode = null;
}
return pool;
}
public void InvalidateRange(ulong address, ulong size)
{
for (LinkedListNode<TexturePool> node = _pools.First; node != null; node = node.Next)
{
TexturePool pool = node.Value;
pool.InvalidateRange(address, size);
}
}
}
}