forked from Mirror/Ryujinx
73 lines
No EOL
1.9 KiB
C#
73 lines
No EOL
1.9 KiB
C#
using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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class TexturePoolCache
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{
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private const int MaxCapacity = 4;
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private GpuContext _context;
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private TextureManager _textureManager;
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private LinkedList<TexturePool> _pools;
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public TexturePoolCache(GpuContext context, TextureManager textureManager)
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{
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_context = context;
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_textureManager = textureManager;
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_pools = new LinkedList<TexturePool>();
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}
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public TexturePool FindOrCreate(ulong address, int maximumId)
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{
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TexturePool pool;
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// First we try to find the pool.
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for (LinkedListNode<TexturePool> node = _pools.First; node != null; node = node.Next)
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{
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pool = node.Value;
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if (pool.Address == address)
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{
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if (pool.CacheNode != _pools.Last)
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{
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_pools.Remove(pool.CacheNode);
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pool.CacheNode = _pools.AddLast(pool);
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}
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return pool;
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}
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}
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// If not found, create a new one.
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pool = new TexturePool(_context, _textureManager, address, maximumId);
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pool.CacheNode = _pools.AddLast(pool);
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if (_pools.Count > MaxCapacity)
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{
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TexturePool oldestPool = _pools.First.Value;
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_pools.RemoveFirst();
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oldestPool.Dispose();
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oldestPool.CacheNode = null;
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}
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return pool;
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}
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public void InvalidateRange(ulong address, ulong size)
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{
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for (LinkedListNode<TexturePool> node = _pools.First; node != null; node = node.Next)
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{
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TexturePool pool = node.Value;
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pool.InvalidateRange(address, size);
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}
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}
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}
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} |