Daily update 2 on 20240228 by nitload youmu
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="glFucntionSourceManager.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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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(
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int count,
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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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if( UnusedTextureImageUint.TryDequeue( out TextureUnit unit ) ) {
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( result as Queue<TextureUnit> )!.Enqueue( unit );
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} else {
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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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);
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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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