daily update on 20240828 by nitload youmu, autotexture added
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="AutoTexture.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Text;
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using System.Threading.Tasks;
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using StgSharp.Collections;
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namespace StgSharp.Graphics.OpenGL
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{
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public sealed class AutoTextureGL
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{
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private BidirectionalDictionary<Image, int> imageIndexMap = new BidirectionalDictionary<Image, int>();
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private Dictionary<Image, int> imageUpdateIndex = new Dictionary<Image, int>();
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private int _size, _currentIndex;
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private LinkedList<int> usedTextureIndex;
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private Queue<int> unusedTextureUnitIndex;
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private TextureProperty[] propertyCache;
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private TextureGL texturePackage;
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private TextureProperty _textureProperty;
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private OpenGLFunction GL
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{
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get => texturePackage.GL;
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}
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private AutoTextureGL(TextureGL texture)
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{
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texturePackage = texture;
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_size = texture.Count;
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imageIndexMap = new BidirectionalDictionary<Image, int>();
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unusedTextureUnitIndex = new Queue<int>(
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Enumerable.Range(0, _size));
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usedTextureIndex = new LinkedList<int>();
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propertyCache = new TextureProperty[_size];
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}
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public AutoTextureGL(int textureObjectSize, [NotNull]glRenderStream binding)
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{
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this._size = textureObjectSize;
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imageIndexMap = new BidirectionalDictionary<Image, int>();
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texturePackage = new TextureGL(textureObjectSize, binding);
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unusedTextureUnitIndex = new Queue<int>(
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Enumerable.Range(0, _size));
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usedTextureIndex = new LinkedList<int>();
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propertyCache = new TextureProperty[_size];
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}
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public TextureProperty DefaultTextureProperty
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{
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get => _textureProperty;
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set => _textureProperty = value;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SelectTextureAndBind(Image i)
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{
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TextureProperty property = _textureProperty;
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SelectTextureAndBind(i, property);
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}
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public void SelectTextureAndBind([NotNull]Image i, TextureProperty property)
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{
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//usable texture with image match
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if (imageIndexMap.TryGetValue(i, out int index))
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{
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//prop setting match
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if (propertyCache[index] == property)
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{
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_currentIndex = index; //GL.Assert(true);
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texturePackage.Bind2D(index); //GL.Assert(true);
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if (i.PixelUpdateCount != imageUpdateIndex[i])
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{
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texturePackage.LoadTexture(index, i); //GL.Assert(true);
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}
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}
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else
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{
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_currentIndex = index; //GL.Assert(true);
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texturePackage.Bind2D(index); //GL.Assert(true);
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texturePackage.Set2dProperty(index, property); //GL.Assert(true);
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if (i.PixelUpdateCount != imageUpdateIndex[i])
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{
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texturePackage.LoadTexture(index, i); //GL.Assert(true);
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}
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}
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}
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else
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{
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if (unusedTextureUnitIndex.TryDequeue(out int newIndex))
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{
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//has extra unused texture object
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imageIndexMap.Add(i, index);
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texturePackage.Bind2D(index);
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texturePackage.Set2dProperty(index, property);
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texturePackage.LoadTexture(index, i);
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usedTextureIndex.AddLast(newIndex);
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propertyCache[newIndex] = property;
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imageUpdateIndex[i] = i.PixelUpdateCount;
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}
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else
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{
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//recycle from current
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int reusedIndex = usedTextureIndex.First!.Value;
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usedTextureIndex.RemoveFirst();
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usedTextureIndex.AddLast(reusedIndex);
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imageIndexMap[i] = reusedIndex;
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propertyCache[newIndex] = property;
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imageUpdateIndex[i] = i.PixelUpdateCount;
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}
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}
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}
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public static AutoTextureGL ToAuto([NotNull]TextureGL texture)
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{
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if (texture.IndexOfCurrentTexture != -1)
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{
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throw new InvalidOperationException("Texture to be converted has been editted.");
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}
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return new AutoTextureGL(texture);
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}
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}
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}
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