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