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https://git.naxdy.org/Mirror/Ryujinx.git
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May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird.
107 lines
2.6 KiB
C#
107 lines
2.6 KiB
C#
using System.Threading;
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using System.Collections.Generic;
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using System;
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using Silk.NET.Vulkan;
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namespace Ryujinx.Graphics.Vulkan
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{
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class BackgroundResource : IDisposable
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{
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private VulkanGraphicsDevice _gd;
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private Device _device;
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private CommandBufferPool _pool;
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private PersistentFlushBuffer _flushBuffer;
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public BackgroundResource(VulkanGraphicsDevice gd, Device device)
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{
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_gd = gd;
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_device = device;
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}
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public CommandBufferPool GetPool()
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{
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if (_pool == null)
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{
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_pool = new CommandBufferPool(_gd.Api, _device, _gd.BackgroundQueue, _gd.QueueFamilyIndex, isLight: true);
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}
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return _pool;
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}
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public PersistentFlushBuffer GetFlushBuffer()
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{
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if (_flushBuffer == null)
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{
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_flushBuffer = new PersistentFlushBuffer(_gd);
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}
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return _flushBuffer;
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}
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public void Dispose()
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{
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_pool?.Dispose();
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_flushBuffer?.Dispose();
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}
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}
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class BackgroundResources : IDisposable
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{
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private VulkanGraphicsDevice _gd;
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private Device _device;
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private Dictionary<Thread, BackgroundResource> _resources;
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public BackgroundResources(VulkanGraphicsDevice gd, Device device)
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{
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_gd = gd;
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_device = device;
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_resources = new Dictionary<Thread, BackgroundResource>();
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}
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private void Cleanup()
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{
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foreach (KeyValuePair<Thread, BackgroundResource> tuple in _resources)
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{
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if (!tuple.Key.IsAlive)
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{
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tuple.Value.Dispose();
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_resources.Remove(tuple.Key);
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}
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}
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}
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public BackgroundResource Get()
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{
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Thread thread = Thread.CurrentThread;
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lock (_resources)
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{
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BackgroundResource resource;
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if (!_resources.TryGetValue(thread, out resource))
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{
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Cleanup();
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resource = new BackgroundResource(_gd, _device);
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_resources[thread] = resource;
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}
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return resource;
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}
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}
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public void Dispose()
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{
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lock (_resources)
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{
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foreach (var resource in _resources.Values)
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{
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resource.Dispose();
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}
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}
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}
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}
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}
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