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- using System.Collections.Generic;
- namespace Ryujinx.Graphics.Gpu.Image
- {
- class TexturePoolCache
- {
- private const int MaxCapacity = 4;
- private GpuContext _context;
- private LinkedList<TexturePool> _pools;
- public TexturePoolCache(GpuContext context)
- {
- _context = context;
- _pools = new LinkedList<TexturePool>();
- }
- public TexturePool FindOrCreate(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, 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;
- }
- public void InvalidateRange(ulong address, ulong size)
- {
- for (LinkedListNode<TexturePool> node = _pools.First; node != null; node = node.Next)
- {
- TexturePool pool = node.Value;
- pool.InvalidateRange(address, size);
- }
- }
- }
- }
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