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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Sampler pool cache.
/// This can keep multiple sampler pools, and return the current one as needed.
/// It is useful for applications that uses multiple sampler pools.
/// </summary>
class SamplerPoolCache : PoolCache<SamplerPool>
{
/// <summary>
/// Constructs a new instance of the texture pool.
/// </summary>
/// <param name="context">GPU context that the texture pool belongs to</param>
public SamplerPoolCache(GpuContext context) : base(context)
{
}
/// <summary>
/// Creates a new instance of the sampler pool.
/// </summary>
/// <param name="context">GPU context that the sampler pool belongs to</param>
/// <param name="channel">GPU channel that the texture pool belongs to</param>
/// <param name="address">Address of the sampler pool in guest memory</param>
/// <param name="maximumId">Maximum sampler ID of the sampler pool (equal to maximum samplers minus one)</param>
protected override SamplerPool CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId)
{
return new SamplerPool(context, channel.MemoryManager.Physical, address, maximumId);
}
}
}
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