Add XML documentation to Ryujinx.Graphics.Gpu.Image
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24 changed files with 1133 additions and 61 deletions
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@ -2,6 +2,11 @@ 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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/// Texture pool cache.
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/// This can keep multiple texture pools, and return the current one as needed.
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/// It is useful for applications that uses multiple texture pools.
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/// </summary>
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class TexturePoolCache
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{
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private const int MaxCapacity = 4;
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@ -10,6 +15,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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private LinkedList<TexturePool> _pools;
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/// <summary>
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/// Constructs a new instance of the texture pool.
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/// </summary>
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/// <param name="context"></param>
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public TexturePoolCache(GpuContext context)
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{
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_context = context;
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@ -17,6 +26,12 @@ namespace Ryujinx.Graphics.Gpu.Image
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_pools = new LinkedList<TexturePool>();
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}
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/// <summary>
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/// Finds a cache texture pool, or creates a new one if not found.
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/// </summary>
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/// <param name="address">Start address of the texture pool</param>
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/// <param name="maximumId">Maximum ID of the texture pool</param>
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/// <returns>The found or newly created texture pool</returns>
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public TexturePool FindOrCreate(ulong address, int maximumId)
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{
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TexturePool pool;
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@ -58,6 +73,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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return pool;
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}
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/// <summary>
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/// Invalidates a memory range of all intersecting texture pools on the cache.
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/// </summary>
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/// <param name="address">Start address of the range to invalidate</param>
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/// <param name="size">Size of the range to invalidate</param>
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public void InvalidateRange(ulong address, ulong size)
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{
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for (LinkedListNode<TexturePool> node = _pools.First; node != null; node = node.Next)
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