Initial support for separate GPU address spaces (#2394)

* Make GPU memory manager a member of GPU channel

* Move physical memory instance to the memory manager, and the caches to the physical memory

* PR feedback
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gdkchan 2021-06-29 14:32:02 -03:00 committed by GitHub
parent 8cc872fb60
commit fbb4019ed5
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44 changed files with 780 additions and 481 deletions

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@ -8,13 +8,12 @@ namespace Ryujinx.Graphics.Gpu.Image
/// This can keep multiple texture pools, and return the current one as needed.
/// It is useful for applications that uses multiple texture pools.
/// </summary>
class TexturePoolCache : IDisposable
class TexturePoolCache
{
private const int MaxCapacity = 4;
private GpuContext _context;
private LinkedList<TexturePool> _pools;
private readonly GpuContext _context;
private readonly LinkedList<TexturePool> _pools;
/// <summary>
/// Constructs a new instance of the texture pool.
@ -23,17 +22,17 @@ namespace Ryujinx.Graphics.Gpu.Image
public TexturePoolCache(GpuContext context)
{
_context = context;
_pools = new LinkedList<TexturePool>();
}
/// <summary>
/// Finds a cache texture pool, or creates a new one if not found.
/// </summary>
/// <param name="channel">GPU channel that the texture pool cache belongs to</param>
/// <param name="address">Start address of the texture pool</param>
/// <param name="maximumId">Maximum ID of the texture pool</param>
/// <returns>The found or newly created texture pool</returns>
public TexturePool FindOrCreate(ulong address, int maximumId)
public TexturePool FindOrCreate(GpuChannel channel, ulong address, int maximumId)
{
TexturePool pool;
@ -56,7 +55,7 @@ namespace Ryujinx.Graphics.Gpu.Image
}
// If not found, create a new one.
pool = new TexturePool(_context, address, maximumId);
pool = new TexturePool(_context, channel, address, maximumId);
pool.CacheNode = _pools.AddLast(pool);
@ -73,19 +72,5 @@ namespace Ryujinx.Graphics.Gpu.Image
return pool;
}
/// <summary>
/// Disposes the texture pool cache.
/// It's an error to use the texture pool cache after disposal.
/// </summary>
public void Dispose()
{
foreach (TexturePool pool in _pools)
{
pool.Dispose();
}
_pools.Clear();
}
}
}