5d69d9103e
* Initial implementation. Still pending better valid-overlap handling, disposed pool, compressed format flush fix. * Very messy backend resource cache. * Oops * Dispose -> Release * Improve Release/Dispose. * More rule refinement. * View compatibility levels as an enum - you can always know if a view is only copy compatible. * General cleanup. Use locking on the resource cache, as it is likely to be used by other threads in future. * Rename resource cache to resource pool. * Address some of the smaller nits. * Fix regression with MK8 lens flare Texture flushes done the old way should trigger memory tracking. * Use TextureCreateInfo as a key. It now implements IEquatable and generates a hashcode based on width/height. * Fix size change for compressed+non-compressed view combos. Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture. Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one. * Implement JD's suggestion for HashCode Combine Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com> * Address feedback * Address feedback. Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
118 lines
3.7 KiB
C#
118 lines
3.7 KiB
C#
using Ryujinx.Common.Logging;
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using System.Collections;
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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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/// A texture cache that automatically removes older textures that are not used for some time.
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/// The cache works with a rotated list with a fixed size. When new textures are added, the
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/// old ones at the bottom of the list are deleted.
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/// </summary>
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class AutoDeleteCache : IEnumerable<Texture>
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{
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private const int MaxCapacity = 2048;
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private readonly LinkedList<Texture> _textures;
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/// <summary>
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/// Creates a new instance of the automatic deletion cache.
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/// </summary>
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public AutoDeleteCache()
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{
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_textures = new LinkedList<Texture>();
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}
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/// <summary>
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/// Adds a new texture to the cache, even if the texture added is already on the cache.
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/// </summary>
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/// <remarks>
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/// Using this method is only recommended if you know that the texture is not yet on the cache,
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/// otherwise it would store the same texture more than once.
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/// </remarks>
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/// <param name="texture">The texture to be added to the cache</param>
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public void Add(Texture texture)
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{
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texture.IncrementReferenceCount();
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texture.CacheNode = _textures.AddLast(texture);
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if (_textures.Count > MaxCapacity)
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{
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Texture oldestTexture = _textures.First.Value;
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oldestTexture.SynchronizeMemory();
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if (oldestTexture.IsModified)
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{
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// The texture must be flushed if it falls out of the auto delete cache.
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// Flushes out of the auto delete cache do not trigger write tracking,
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// as it is expected that other overlapping textures exist that have more up-to-date contents.
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oldestTexture.Flush(false);
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}
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_textures.RemoveFirst();
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oldestTexture.DecrementReferenceCount();
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oldestTexture.CacheNode = null;
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}
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}
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/// <summary>
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/// Adds a new texture to the cache, or just moves it to the top of the list if the
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/// texture is already on the cache.
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/// </summary>
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/// <remarks>
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/// Moving the texture to the top of the list prevents it from being deleted,
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/// as the textures on the bottom of the list are deleted when new ones are added.
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/// </remarks>
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/// <param name="texture">The texture to be added, or moved to the top</param>
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public void Lift(Texture texture)
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{
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if (texture.CacheNode != null)
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{
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if (texture.CacheNode != _textures.Last)
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{
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_textures.Remove(texture.CacheNode);
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texture.CacheNode = _textures.AddLast(texture);
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}
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}
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else
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{
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Add(texture);
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}
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}
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public bool Remove(Texture texture, bool flush)
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{
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if (texture.CacheNode == null)
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{
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return false;
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}
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// Remove our reference to this texture.
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if (flush && texture.IsModified)
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{
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texture.Flush(false);
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}
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_textures.Remove(texture.CacheNode);
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texture.CacheNode = null;
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return texture.DecrementReferenceCount();
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}
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public IEnumerator<Texture> GetEnumerator()
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{
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return _textures.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return _textures.GetEnumerator();
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}
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}
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} |