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stgsharp/StgSharp.Common/Graphics/OpenGL/Buffer/AutoTexture.cs
T

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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="AutoTexture.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.Commom.Collections;
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
{
/// <summary>
/// A collection of a sets of OpenGL textures. The collection can automatically select one of
/// the texture with minimum costs to upgrade pixels to Buffer. Usually <see
/// cref="AutoTextureGL" /> is used for <see cref="IImageProvider" /> loading, but not for
/// target of <see cref="OpenGLFunction.FrameBufferTexture2d(FrameBufferTarget, uint,
/// Texture2DTarget, GlHandle, int)" />.
/// </summary>
public sealed class AutoTextureGL
{
private TextureProperty[] propertyCache;
private BidirectionalDictionary<Image, int> imageIndexMap = new BidirectionalDictionary<Image, int>(
);
private Dictionary<Image, int> imageUpdateIndex = new Dictionary<Image, int>(
);
private int _size, _currentIndex;
private LinkedList<int> usedTextureIndex;
private Queue<int> unusedTextureUnitIndex;
private TextureGL texturePackage;
private TextureProperty _textureProperty;
private AutoTextureGL( TextureGL texture )
{
texturePackage = texture;
_size = texture.Count;
imageIndexMap = new BidirectionalDictionary<Image, int>();
unusedTextureUnitIndex = new Queue<int>(
Enumerable.Range( 0, _size ) );
usedTextureIndex = new LinkedList<int>();
propertyCache = new TextureProperty[_size];
}
public AutoTextureGL( int textureObjectSize, [NotNull]glRender binding )
{
this._size = textureObjectSize;
imageIndexMap = new BidirectionalDictionary<Image, int>();
texturePackage = new TextureGL( textureObjectSize, binding );
unusedTextureUnitIndex = new Queue<int>(
Enumerable.Range( 0, _size ) );
usedTextureIndex = new LinkedList<int>();
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 );
}
}
}