From 3c3bcd82fe6dfa8bdc2c9a9f33724ebfacd7dd40 Mon Sep 17 00:00:00 2001
From: gdkchan <gab.dark.100@gmail.com>
Date: Wed, 27 Jul 2022 21:07:48 -0300
Subject: Add a sampler pool cache and improve texture pool cache (#3487)

* Add a sampler pool cache and improve texture pool cache

* Increase disposal timestamp delta more to be on the safe side

* Nits

* Use abstract class for PoolCache, remove factory callback
---
 Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs | 64 ++++----------------------
 1 file changed, 9 insertions(+), 55 deletions(-)

(limited to 'Ryujinx.Graphics.Gpu/Image/TexturePoolCache.cs')

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
-- 
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