// -----------------------------------------------------------------------------
// file="AutoTexture"
// Project: StgSharp
// Copyright (c) Nitload.
// SPDX-License-Identifier: MIT
// -----------------------------------------------------------------------------
using StgSharp.Collections;
using StgSharp.Graphics;
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
///
/// A collection of a sets of OpenGL textures. The collection can automatically select one of
/// the texture with minimum costs to upgrade pixels to BufferHandle. Usually is used for loading, but not for
/// target of .
///
public sealed class AutoTextureGL
{
private TextureProperty[] propertyCache;
private BidirectionalDictionary imageIndexMap = new BidirectionalDictionary(
);
private Dictionary imageUpdateIndex = new Dictionary();
private int _size, _currentIndex;
private LinkedList usedTextureIndex;
private Queue unusedTextureUnitIndex;
private TextureGL texturePackage;
private TextureProperty _textureProperty;
private AutoTextureGL(
TextureGL texture
)
{
texturePackage = texture;
_size = texture.Count;
imageIndexMap = new BidirectionalDictionary();
unusedTextureUnitIndex = new Queue(Enumerable.Range(0, _size));
usedTextureIndex = new LinkedList();
propertyCache = new TextureProperty[_size];
}
public AutoTextureGL(
int textureObjectSize,
[NotNull]glRender binding
)
{
this._size = textureObjectSize;
imageIndexMap = new BidirectionalDictionary();
texturePackage = new TextureGL(textureObjectSize, binding);
unusedTextureUnitIndex = new Queue(Enumerable.Range(0, _size));
usedTextureIndex = new LinkedList();
propertyCache = new TextureProperty[_size];
}
public TextureProperty DefaultTextureProperty
{
get => _textureProperty;
set => _textureProperty = value;
}
private OpenGLFunction GL => texturePackage.GL;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SelectTextureAndBind(
Image i
)
{
TextureProperty property = _textureProperty;
SelectTextureAndBind(i, property);
}
public void SelectTextureAndBind(
[NotNull]Image i,
TextureProperty property
)
{
// usable texture with image match
if (imageIndexMap.TryGetValue(i, out int index))
{
// prop setting match
if (propertyCache[index] == property)
{
_currentIndex = index; //GL.Assert(true);
texturePackage.Bind2D(index); //GL.Assert(true);
if (i.PixelUpdateCount != imageUpdateIndex[i])
{
texturePackage.LoadTexture(index, i); //GL.Assert(true);
}
} else
{
_currentIndex = index; //GL.Assert(true);
texturePackage.Bind2D(index); //GL.Assert(true);
texturePackage.Set2dProperty(index, property); //GL.Assert(true);
if (i.PixelUpdateCount != imageUpdateIndex[i])
{
texturePackage.LoadTexture(index, i); //GL.Assert(true);
}
}
} else
{
if (unusedTextureUnitIndex.TryDequeue(out int newIndex))
{
// has extra unused texture object
imageIndexMap.Add(i, index);
texturePackage.Bind2D(index);
texturePackage.Set2dProperty(index, property);
texturePackage.LoadTexture(index, i);
usedTextureIndex.AddLast(newIndex);
propertyCache[newIndex] = property;
imageUpdateIndex[i] = i.PixelUpdateCount;
} else
{
// recycle from current
int reusedIndex = usedTextureIndex.First!.Value;
usedTextureIndex.RemoveFirst();
usedTextureIndex.AddLast(reusedIndex);
imageIndexMap[i] = reusedIndex;
propertyCache[newIndex] = property;
imageUpdateIndex[i] = i.PixelUpdateCount;
}
}
}
public static AutoTextureGL ToAuto(
[NotNull]TextureGL texture
)
{
if (texture.IndexOfCurrentTexture != -1) {
throw new InvalidOperationException("Texture to be converted has been editted.");
}
return new AutoTextureGL(texture);
}
}
}