add from giga-device, new branch added

This commit is contained in:
Nitload Youmu
2025-08-21 16:51:25 +08:00
commit 43bbc06bbb
1296 changed files with 264186 additions and 0 deletions
@@ -0,0 +1,93 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glFucntionSourceManager.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the ¡°Software¡±), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED ¡°AS IS¡±,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace StgSharp.Graphics.OpenGL
{
public partial class OpenGLFunction
{
private Lazy<int> textureUnitCountGetter;
private Lazy<ConcurrentQueue<TextureUnit>> unusedTextureImageUintInitilizing;
public int TextureUnitCount
{
get => textureUnitCountGetter.Value;
}
private ConcurrentQueue<TextureUnit> UnusedTextureImageUint
{
get => unusedTextureImageUintInitilizing.Value;
}
internal void ReturnAvailableUnit( IEnumerable<TextureUnit> source )
{
int v = glConst.TEXTURE0 + TextureUnitCount;
foreach( TextureUnit unit in source )
{
if( ( int )unit > v ) {
throw new InvalidOperationException(
"Source contains texture unit beyond context support." );
}
}
}
internal int TryGetAvailableTextureUnit( int count, out IEnumerable<TextureUnit> result )
{
result = new Queue<TextureUnit>();
for( int i = 0; i < count; i++ )
{
if( UnusedTextureImageUint.TryDequeue( out TextureUnit unit ) )
{
( result as Queue<TextureUnit> )!.Enqueue( unit );
} else
{
return i;
}
}
return count;
}
private ConcurrentQueue<TextureUnit> InitializeUnusedTextureImageUint()
{
ConcurrentQueue<TextureUnit> result = new ConcurrentQueue<TextureUnit>();
for( int index = 0; index < TextureUnitCount; index++ ) {
result.Enqueue( ( TextureUnit )( glConst.TEXTURE0 + index ) );
}
return result;
}
}
}