Share texture pool cache between graphics and compute
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@ -33,12 +33,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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private bool _rebind;
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private bool _rebind;
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public TextureBindingsManager(GpuContext context, bool isCompute)
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public TextureBindingsManager(GpuContext context, TexturePoolCache texturePoolCache, bool isCompute)
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{
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{
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_context = context;
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_context = context;
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_isCompute = isCompute;
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_texturePoolCache = texturePoolCache;
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_isCompute = isCompute;
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_texturePoolCache = new TexturePoolCache(context);
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int stages = isCompute ? 1 : Constants.TotalShaderStages;
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int stages = isCompute ? 1 : Constants.TotalShaderStages;
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@ -30,8 +30,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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{
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_context = context;
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_context = context;
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_cpBindingsManager = new TextureBindingsManager(context, isCompute: true);
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TexturePoolCache texturePoolCache = new TexturePoolCache(context);
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_gpBindingsManager = new TextureBindingsManager(context, isCompute: false);
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_cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true);
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_gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false);
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_rtColors = new Texture[Constants.TotalRenderTargets];
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_rtColors = new Texture[Constants.TotalRenderTargets];
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