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path: root/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs
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Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs64
1 files changed, 9 insertions, 55 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs b/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs
index 99c5a88b..0017f4cc 100644
--- a/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs
@@ -1,6 +1,3 @@
-using System;
-using System.Collections.Generic;
-
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
@@ -8,69 +5,26 @@ 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 : PoolCache<TexturePool>
{
- private const int MaxCapacity = 4;
-
- private readonly GpuContext _context;
- private readonly LinkedList<TexturePool> _pools;
-
/// <summary>
/// Constructs a new instance of the texture pool.
/// </summary>
/// <param name="context">GPU context that the texture pool belongs to</param>
- public TexturePoolCache(GpuContext context)
+ public TexturePoolCache(GpuContext context) : base(context)
{
- _context = context;
- _pools = new LinkedList<TexturePool>();
}
/// <summary>
- /// Finds a cache texture pool, or creates a new one if not found.
+ /// Creates a new instance of the texture pool.
/// </summary>
- /// <param name="channel">GPU channel that the texture pool cache belongs to</param>
- /// <param name="address">Start address of the texture pool</param>
- /// <param name="maximumId">Maximum ID of the texture pool</param>
- /// <returns>The found or newly created texture pool</returns>
- public TexturePool FindOrCreate(GpuChannel channel, ulong address, int maximumId)
+ /// <param name="context">GPU context that the texture pool belongs to</param>
+ /// <param name="channel">GPU channel that the texture pool belongs to</param>
+ /// <param name="address">Address of the texture pool in guest memory</param>
+ /// <param name="maximumId">Maximum texture ID of the texture pool (equal to maximum textures minus one)</param>
+ protected override TexturePool CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId)
{
- 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, channel, 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;
+ return new TexturePool(context, channel, address, maximumId);
}
}
} \ No newline at end of file