Refactor Share Buffer Implementation to Follow Code Style Guidelines
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@@ -193,9 +193,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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return ref descriptor;
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}
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var info = GetInfo(descriptor, out int layerSize);
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var memoryManager = _channel.MemoryManager;
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var textureCache = memoryManager.GetBackingMemory(descriptor.UnpackAddress()).TextureCache;
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TextureInfo info = GetInfo(descriptor, out int layerSize);
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MemoryManager memoryManager = _channel.MemoryManager;
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TextureCache textureCache = memoryManager.GetBackingMemory(descriptor.UnpackAddress()).TextureCache;
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texture = textureCache.FindOrCreateTexture(memoryManager, TextureSearchFlags.ForSampler, info, layerSize);
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// If this happens, then the texture address is invalid, we can't add it to the cache.
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@@ -364,7 +364,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="deferred">If true, queue the dereference to happen on the render thread, otherwise dereference immediately</param>
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public void ForceRemove(Texture texture, int id, bool deferred)
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{
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Texture previous = Interlocked.Exchange(ref Items[id], null);
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Texture previous = Interlocked.Exchange(ref Items[id], null);
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if (deferred)
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{
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@@ -424,8 +424,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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continue;
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}
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var textureCache = _channel.MemoryManager.GetBackingMemory(address).TextureCache;
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var range = textureCache.UpdatePartiallyMapped(_channel.MemoryManager, address, texture);
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TextureCache textureCache = _channel.MemoryManager.GetBackingMemory(address).TextureCache;
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MultiRange range = textureCache.UpdatePartiallyMapped(_channel.MemoryManager, address, texture);
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// If the texture is not mapped at all, delete its reference.
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@@ -485,7 +485,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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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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var memoryManager = _channel.MemoryManager;
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MemoryManager memoryManager = _channel.MemoryManager;
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ProcessDereferenceQueue();
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ulong endAddress = address + size;
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@@ -510,7 +510,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (texture.HasOneReference())
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{
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var textureCache = memoryManager.GetBackingMemory(descriptor.UnpackAddress()).TextureCache;
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TextureCache textureCache = memoryManager.GetBackingMemory(descriptor.UnpackAddress()).TextureCache;
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textureCache.AddShortCache(texture, ref cachedDescriptor);
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}
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