Account for pool change on texture bindings cache (#3420)
* Account for pool change on texture bindings cache * Reduce the number of checks needed
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@ -32,6 +32,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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private readonly GpuChannel _channel;
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private readonly TexturePoolCache _texturePoolCache;
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private TexturePool _cachedTexturePool;
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private SamplerPool _cachedSamplerPool;
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private readonly TextureBindingInfo[][] _textureBindings;
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private readonly TextureBindingInfo[][] _imageBindings;
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@ -343,9 +346,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
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: null;
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SamplerPool samplerPool = _samplerPool;
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// Check if the texture pool has been modified since bindings were last committed.
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// If it wasn't, then it's possible to avoid looking up textures again when the handle remains the same.
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bool poolModified = false;
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bool poolModified = _cachedTexturePool != texturePool || _cachedSamplerPool != samplerPool;
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_cachedTexturePool = texturePool;
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_cachedSamplerPool = samplerPool;
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if (texturePool != null)
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{
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@ -358,9 +366,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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if (_samplerPool != null)
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if (samplerPool != null)
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{
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int samplerPoolSequence = _samplerPool.CheckModified();
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int samplerPoolSequence = samplerPool.CheckModified();
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if (_samplerPoolSequence != samplerPoolSequence)
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{
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