add from giga-device, new branch 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 StgSharp.Commom.Collections;
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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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namespace StgSharp.Graphics.OpenGL
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{
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/// <summary>
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/// A collection of a sets of OpenGL textures. The collection can automatically select one of
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/// the texture with minimum costs to upgrade pixels to BufferHandle. Usually <see
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/// cref="AutoTextureGL" /> is used for <see cref="IImageProvider" /> loading, but not for
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/// target of <see cref="OpenGLFunction.FrameBufferTexture2d(FrameBufferTarget, uint,
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/// Texture2DTarget, GlHandle, int)" />.
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/// </summary>
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public sealed class AutoTextureGL
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{
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private TextureProperty[] propertyCache;
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private BidirectionalDictionary<Image, int> imageIndexMap = new BidirectionalDictionary<Image, int>(
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);
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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 TextureGL texturePackage;
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private TextureProperty _textureProperty;
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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>( 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]glRender 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>( 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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private OpenGLFunction GL
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{
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get => texturePackage.GL;
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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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} 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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} 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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} 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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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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