daily update on 20240828 by nitload youmu, autotexture added
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="glResourceManager.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 StgSharp;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace StgSharp.Graphics.OpenGL
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{
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public partial class OpenGLFunction
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{
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private Lazy<int> textureUnitCountGetter;
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private Lazy<ConcurrentQueue<TextureUnit>> unusedTextureImageUintInitilizing;
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public int TextureUnitCount
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{
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get => textureUnitCountGetter.Value;
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}
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private ConcurrentQueue<TextureUnit> UnusedTextureImageUint
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{
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get => unusedTextureImageUintInitilizing.Value;
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}
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internal void ReturnAvailableUnit(IEnumerable<TextureUnit> source)
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{
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int v = GLconst.TEXTURE0 + TextureUnitCount;
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foreach (TextureUnit unit in source)
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{
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if ((int)unit > v)
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{
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throw new InvalidOperationException("Source contains texture unit beyond context support.");
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}
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}
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}
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internal int TryGetAvailableTextureUnit(int count, out IEnumerable<TextureUnit> result)
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{
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result = new Queue<TextureUnit>();
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for (int i = 0; i < count; i++)
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{
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if (UnusedTextureImageUint.TryDequeue(out TextureUnit unit))
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{
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(result as Queue<TextureUnit>)!.Enqueue(unit);
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}
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else
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{
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return i;
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}
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}
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return count;
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}
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private ConcurrentQueue<TextureUnit> InitializeUnusedTextureImageUint()
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{
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ConcurrentQueue<TextureUnit> result = new ConcurrentQueue<TextureUnit>();
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for (int index = 0; index < TextureUnitCount; index++)
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{
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result.Enqueue((TextureUnit)(GLconst.TEXTURE0 + index));
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}
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return result;
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}
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}
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}
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