//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="glFucntionSourceManager" // Project: StgSharp // AuthorGroup: Nitload // Copyright (c) Nitload. 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; using System.Runtime.CompilerServices; namespace StgSharp.Graphics.OpenGL { public partial class OpenGLFunction { private readonly int textureUnitCountGetter; public int TextureUnitCount { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => textureUnitCountGetter; } private ConcurrentQueue UnusedTextureImageUint { [MethodImpl(MethodImplOptions.AggressiveInlining)] get; } = []; 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; } } }