//----------------------------------------------------------------------- //----------------------------------------------------------------------- // 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 textureUnitCountGetter; private Lazy> unusedTextureImageUintInitilizing; public int TextureUnitCount { get => textureUnitCountGetter.Value; } private ConcurrentQueue UnusedTextureImageUint { get => unusedTextureImageUintInitilizing.Value; } internal void ReturnAvailableUnit( IEnumerable 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 result ) { result = new Queue(); for( int i = 0; i < count; i++ ) { if( UnusedTextureImageUint.TryDequeue( out TextureUnit unit ) ) { ( result as Queue )!.Enqueue( unit ); } else { return i; } } return count; } private ConcurrentQueue InitializeUnusedTextureImageUint() { ConcurrentQueue result = new ConcurrentQueue(); for( int index = 0; index < TextureUnitCount; index++ ) { result.Enqueue( ( TextureUnit )( glConst.TEXTURE0 + index ) ); } return result; } } }