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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="glFucntionSourceManager"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// 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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using System.Runtime.CompilerServices;
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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 readonly int textureUnitCountGetter;
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public int TextureUnitCount
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => textureUnitCountGetter;
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}
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private ConcurrentQueue<TextureUnit> UnusedTextureImageUint
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get;
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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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throw new InvalidOperationException(
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"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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} 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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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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