//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="AutoTexture" // 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.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 { get => 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); } } }