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
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8 changed files with 321 additions and 136 deletions
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@ -1,6 +1,3 @@
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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@ -8,69 +5,26 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// This can keep multiple texture pools, and return the current one as needed.
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/// It is useful for applications that uses multiple texture pools.
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/// </summary>
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class TexturePoolCache
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class TexturePoolCache : PoolCache<TexturePool>
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{
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private const int MaxCapacity = 4;
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private readonly GpuContext _context;
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private readonly LinkedList<TexturePool> _pools;
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/// <summary>
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/// Constructs a new instance of the texture pool.
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/// </summary>
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/// <param name="context">GPU context that the texture pool belongs to</param>
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public TexturePoolCache(GpuContext context)
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public TexturePoolCache(GpuContext context) : base(context)
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{
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_context = context;
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_pools = new LinkedList<TexturePool>();
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}
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/// <summary>
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/// Finds a cache texture pool, or creates a new one if not found.
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/// Creates a new instance of the texture pool.
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/// </summary>
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/// <param name="channel">GPU channel that the texture pool cache belongs to</param>
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/// <param name="address">Start address of the texture pool</param>
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/// <param name="maximumId">Maximum ID of the texture pool</param>
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/// <returns>The found or newly created texture pool</returns>
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public TexturePool FindOrCreate(GpuChannel channel, ulong address, int maximumId)
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/// <param name="context">GPU context that the texture pool belongs to</param>
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/// <param name="channel">GPU channel that the texture pool belongs to</param>
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/// <param name="address">Address of the texture pool in guest memory</param>
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/// <param name="maximumId">Maximum texture ID of the texture pool (equal to maximum textures minus one)</param>
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protected override TexturePool CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId)
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{
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TexturePool pool;
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// First we try to find the pool.
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for (LinkedListNode<TexturePool> node = _pools.First; node != null; node = node.Next)
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{
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pool = node.Value;
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if (pool.Address == address)
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{
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if (pool.CacheNode != _pools.Last)
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{
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_pools.Remove(pool.CacheNode);
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pool.CacheNode = _pools.AddLast(pool);
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}
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return pool;
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}
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}
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// If not found, create a new one.
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pool = new TexturePool(_context, channel, address, maximumId);
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pool.CacheNode = _pools.AddLast(pool);
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if (_pools.Count > MaxCapacity)
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{
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TexturePool oldestPool = _pools.First.Value;
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_pools.RemoveFirst();
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oldestPool.Dispose();
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oldestPool.CacheNode = null;
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}
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return pool;
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return new TexturePool(context, channel, address, maximumId);
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}
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}
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}
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