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114 lines
3.4 KiB
C#
114 lines
3.4 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.OpenGL
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{
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class DisposedTexture
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{
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public TextureCreateInfo Info;
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public TextureView View;
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public int RemainingFrames;
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}
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/// <summary>
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/// A structure for pooling resources that can be reused without recreation, such as textures.
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/// </summary>
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class ResourcePool : IDisposable
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{
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private const int DisposedLiveFrames = 2;
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private readonly object _lock = new();
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private readonly Dictionary<TextureCreateInfo, List<DisposedTexture>> _textures = new();
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/// <summary>
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/// Add a texture that is not being used anymore to the resource pool to be used later.
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/// Both the texture's view and storage should be completely unused.
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/// </summary>
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/// <param name="view">The texture's view</param>
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public void AddTexture(TextureView view)
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{
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lock (_lock)
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{
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if (!_textures.TryGetValue(view.Info, out List<DisposedTexture> list))
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{
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list = new List<DisposedTexture>();
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_textures.Add(view.Info, list);
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}
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list.Add(new DisposedTexture()
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{
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Info = view.Info,
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View = view,
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RemainingFrames = DisposedLiveFrames,
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});
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}
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}
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/// <summary>
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/// Attempt to obtain a texture from the resource cache with the desired parameters.
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/// </summary>
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/// <param name="info">The creation info for the desired texture</param>
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/// <returns>A TextureView with the description specified, or null if one was not found.</returns>
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public TextureView GetTextureOrNull(TextureCreateInfo info)
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{
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lock (_lock)
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{
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if (!_textures.TryGetValue(info, out List<DisposedTexture> list))
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{
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return null;
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}
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foreach (DisposedTexture texture in list)
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{
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list.Remove(texture);
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return texture.View;
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}
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return null;
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}
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}
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/// <summary>
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/// Update the pool, removing any resources that have expired.
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/// </summary>
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public void Tick()
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{
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lock (_lock)
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{
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foreach (List<DisposedTexture> list in _textures.Values)
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{
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for (int i = 0; i < list.Count; i++)
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{
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DisposedTexture tex = list[i];
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if (--tex.RemainingFrames < 0)
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{
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tex.View.Dispose();
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list.RemoveAt(i--);
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}
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}
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}
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}
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}
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/// <summary>
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/// Disposes the resource pool.
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/// </summary>
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public void Dispose()
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{
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lock (_lock)
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{
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foreach (List<DisposedTexture> list in _textures.Values)
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{
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foreach (DisposedTexture texture in list)
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{
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texture.View.Dispose();
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}
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}
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_textures.Clear();
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}
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}
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}
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}
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