using System.Collections; using System.Collections.Generic; namespace Ryujinx.Graphics.Gpu.Image { /// <summary> /// A texture cache that automatically removes older textures that are not used for some time. /// The cache works with a rotated list with a fixed size. When new textures are added, the /// old ones at the bottom of the list are deleted. /// </summary> class AutoDeleteCache : IEnumerable<Texture> { private const int MaxCapacity = 2048; private readonly LinkedList<Texture> _textures; /// <summary> /// Creates a new instance of the automatic deletion cache. /// </summary> public AutoDeleteCache() { _textures = new LinkedList<Texture>(); } /// <summary> /// Adds a new texture to the cache, even if the texture added is already on the cache. /// </summary> /// <remarks> /// Using this method is only recommended if you know that the texture is not yet on the cache, /// otherwise it would store the same texture more than once. /// </remarks> /// <param name="texture">The texture to be added to the cache</param> public void Add(Texture texture) { texture.IncrementReferenceCount(); texture.CacheNode = _textures.AddLast(texture); if (_textures.Count > MaxCapacity) { Texture oldestTexture = _textures.First.Value; if (!oldestTexture.CheckModified(false)) { // The texture must be flushed if it falls out of the auto delete cache. // Flushes out of the auto delete cache do not trigger write tracking, // as it is expected that other overlapping textures exist that have more up-to-date contents. oldestTexture.Group.SynchronizeDependents(oldestTexture); oldestTexture.FlushModified(false); } _textures.RemoveFirst(); oldestTexture.DecrementReferenceCount(); oldestTexture.CacheNode = null; } } /// <summary> /// Adds a new texture to the cache, or just moves it to the top of the list if the /// texture is already on the cache. /// </summary> /// <remarks> /// Moving the texture to the top of the list prevents it from being deleted, /// as the textures on the bottom of the list are deleted when new ones are added. /// </remarks> /// <param name="texture">The texture to be added, or moved to the top</param> public void Lift(Texture texture) { if (texture.CacheNode != null) { if (texture.CacheNode != _textures.Last) { _textures.Remove(texture.CacheNode); texture.CacheNode = _textures.AddLast(texture); } } else { Add(texture); } } public bool Remove(Texture texture, bool flush) { if (texture.CacheNode == null) { return false; } // Remove our reference to this texture. if (flush) { texture.FlushModified(false); } _textures.Remove(texture.CacheNode); texture.CacheNode = null; return texture.DecrementReferenceCount(); } public IEnumerator<Texture> GetEnumerator() { return _textures.GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return _textures.GetEnumerator(); } } }