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https://github.com/Ryujinx/Ryujinx.git
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3c3bcd82fe
* 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
162 lines
No EOL
5.2 KiB
C#
162 lines
No EOL
5.2 KiB
C#
using Ryujinx.Graphics.Gpu.Memory;
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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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/// Sampler pool.
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/// </summary>
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class SamplerPool : Pool<Sampler, SamplerDescriptor>, IPool<SamplerPool>
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{
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private float _forcedAnisotropy;
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/// <summary>
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/// Linked list node used on the sampler pool cache.
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/// </summary>
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public LinkedListNode<SamplerPool> CacheNode { get; set; }
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/// <summary>
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/// Timestamp used by the sampler pool cache, updated on every use of this sampler pool.
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/// </summary>
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public ulong CacheTimestamp { get; set; }
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/// <summary>
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/// Creates a new instance of the sampler pool.
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/// </summary>
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/// <param name="context">GPU context that the sampler pool belongs to</param>
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/// <param name="physicalMemory">Physical memory where the sampler descriptors are mapped</param>
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/// <param name="address">Address of the sampler pool in guest memory</param>
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/// <param name="maximumId">Maximum sampler ID of the sampler pool (equal to maximum samplers minus one)</param>
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public SamplerPool(GpuContext context, PhysicalMemory physicalMemory, ulong address, int maximumId) : base(context, physicalMemory, address, maximumId)
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{
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_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
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}
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/// <summary>
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/// Gets the sampler with the given ID.
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/// </summary>
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/// <param name="id">ID of the sampler. This is effectively a zero-based index</param>
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/// <returns>The sampler with the given ID</returns>
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public override Sampler Get(int id)
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{
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if ((uint)id >= Items.Length)
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{
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return null;
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}
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if (SequenceNumber != Context.SequenceNumber)
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{
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if (_forcedAnisotropy != GraphicsConfig.MaxAnisotropy)
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{
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_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
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for (int i = 0; i < Items.Length; i++)
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{
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if (Items[i] != null)
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{
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Items[i].Dispose();
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Items[i] = null;
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}
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}
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UpdateModifiedSequence();
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}
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SequenceNumber = Context.SequenceNumber;
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SynchronizeMemory();
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}
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Sampler sampler = Items[id];
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if (sampler == null)
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{
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SamplerDescriptor descriptor = GetDescriptor(id);
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sampler = new Sampler(Context, descriptor);
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Items[id] = sampler;
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DescriptorCache[id] = descriptor;
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}
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return sampler;
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}
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/// <summary>
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/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
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/// </summary>
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/// <returns>A number that increments each time a modification is detected</returns>
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public int CheckModified()
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{
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if (SequenceNumber != Context.SequenceNumber)
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{
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SequenceNumber = Context.SequenceNumber;
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if (_forcedAnisotropy != GraphicsConfig.MaxAnisotropy)
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{
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_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
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for (int i = 0; i < Items.Length; i++)
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{
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if (Items[i] != null)
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{
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Items[i].Dispose();
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Items[i] = null;
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}
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}
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UpdateModifiedSequence();
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}
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SynchronizeMemory();
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}
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return ModifiedSequenceNumber;
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}
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/// <summary>
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/// Implementation of the sampler pool range invalidation.
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/// </summary>
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/// <param name="address">Start address of the range of the sampler pool</param>
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/// <param name="size">Size of the range being invalidated</param>
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protected override void InvalidateRangeImpl(ulong address, ulong size)
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{
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ulong endAddress = address + size;
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for (; address < endAddress; address += DescriptorSize)
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{
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int id = (int)((address - Address) / DescriptorSize);
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Sampler sampler = Items[id];
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if (sampler != null)
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{
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SamplerDescriptor descriptor = GetDescriptor(id);
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// If the descriptors are the same, the sampler is still valid.
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if (descriptor.Equals(ref DescriptorCache[id]))
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{
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continue;
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}
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sampler.Dispose();
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Items[id] = null;
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}
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}
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}
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/// <summary>
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/// Deletes a given sampler pool entry.
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/// The host memory used by the sampler is released by the driver.
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/// </summary>
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/// <param name="item">The entry to be deleted</param>
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protected override void Delete(Sampler item)
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{
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item?.Dispose();
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}
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}
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} |