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MobileGL/MobileGL/MG_State/GLState/TextureState/TextureState.h
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// MobileGL - MobileGL/MG_State/GLState/TextureState/TextureState.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include <Includes.h>
#include <MG_Util/Miscellany/IndexGenerator.h>
#include "MG_State/GLState/TextureState/TextureObject.h"
#include "MG_Util/Types.h"
#include "TextureUnit.h"
namespace MobileGL::MG_State::GLState {
struct ImageTextureBinding {
SharedPtr<ITextureObject> Texture;
GLint Level = 0;
GLboolean Layered = GL_FALSE;
GLint Layer = 0;
GLenum Access = GL_READ_ONLY;
GLenum Format = GL_R8;
Uint16 Version = 0;
void Bind(SharedPtr<ITextureObject> texture, GLint level, GLboolean layered, GLint layer, GLenum access,
GLenum format) {
Texture = Move(texture);
Level = level;
Layered = layered;
Layer = layer;
Access = access;
Format = format;
++Version;
}
};
class TextureState {
public:
// Capacity of the combined texture-unit state arrays (indexed by glActiveTexture unit).
static constexpr int MAX_TEXTURE_IMAGE_UNITS = 192;
// Per-stage sampler limit advertised through GL_MAX_TEXTURE_IMAGE_UNITS /
// GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS. Held at the desktop-driver value (32) so it never exceeds
// host-side fixed arrays sized off this query -- e.g. Minecraft's 128-entry Blaze3D
// GlStateManager.TEXTURES[], which Iris iterates over in CompositeRenderer.renderAll.
static constexpr int MAX_PER_STAGE_TEXTURE_IMAGE_UNITS = 32;
TextureState();
void GenerateNames(Uint number, Vector<Uint>& textures);
const SharedPtr<ITextureObject>& CreateTextureObject(Uint index, TextureTarget target);
// glTextureView (GL 4.6 core 8.18). `storageOwner` must already be a texture with
// immutable storage and must NOT itself be a view - the caller composes a view-of-a-view
// onto the root first, and passes the composed (root-relative) level/layer range here.
const SharedPtr<ITextureObject>& CreateTextureViewObject(Uint index, TextureTarget target,
const SharedPtr<ITextureObject>& storageOwner,
Uint minLevel, Uint numLevels, Uint minLayer,
Uint numLayers);
const SharedPtr<ITextureObject>& GetTextureObject(Uint index);
// The context's default texture object (name 0) for `target`. GL 3.3 core 3.8: texture
// zero names a real, per-target texture object shared by every texture unit; binding 0
// binds it, and image/parameter calls on it must work like on any texture. It is not a
// GenTextures name: it lives outside m_textureObjects (so glIsTexture(0) stays GL_FALSE
// and by-name lookups keep failing for 0) and can never be deleted.
const SharedPtr<ITextureObject>& GetDefaultTextureObject(TextureTarget target) const;
TextureUnit& GetUnitObject(Int unit);
ImageTextureBinding& GetImageTextureBinding(Int unit);
const ImageTextureBinding& GetImageTextureBinding(Int unit) const;
Int GetActiveTextureUnit() const;
void SetActiveTextureUnit(Int unit);
void MarkTextureObjectForDeletion(Uint index, Bool keepUnboundReservation);
Bool ValidateName(Uint index) const;
Bool ValidateTextureObject(Uint index) const;
// High-water mark of texture units ever touched by a texture or sampler bind.
// Units above it have provably-empty binding slots, so per-draw backend scans
// can stop there instead of walking all MAX_TEXTURE_IMAGE_UNITS units.
void NoteUnitTouched(Int unit, Bool bindingChanged = true) {
if (unit > m_maxTouchedUnit && unit < MAX_TEXTURE_IMAGE_UNITS) m_maxTouchedUnit = unit;
// Every texture/sampler bind entry point (glBindTexture / glBindTextureUnit /
// glBindTextures / glBindSampler) routes through here, so bumping the generation here
// - plus in MarkTextureObjectForDeletion for delete-unbind - covers every change to
// which texture is bound at which unit. A backend that has cached the per-draw
// sampled-texture set can compare this against a snapshot to skip re-resolving it when
// no bind changed (the block atlas + lightmap stay bound across a whole terrain batch).
// Re-binding the object a slot already holds changes nothing that the generation
// guards; such callers pass bindingChanged=false so only the high-water mark advances
// and the backend fast path survives the redundant re-binds apps issue every frame.
if (bindingChanged) ++m_textureBindGeneration;
}
Int GetMaxTouchedUnit() const { return m_maxTouchedUnit; }
Uint64 GetTextureBindGeneration() const { return m_textureBindGeneration; }
void BumpTextureBindGeneration() { ++m_textureBindGeneration; }
// Sibling of the bind generation for everything that changes WHICH native texture a
// backend ends up putting on a unit WITHOUT any binding moving. Two families feed it:
// a texture's SHAPE (internal format, stored level set, level range - all that
// mipmap-completeness is computed from) and any sampler object's parameters (MIN_FILTER
// decides whether the mip chain is read at all, and an incomplete-for-the-filter texture
// is deliberately left unbound so it samples as (0,0,0,1)). Deliberately coarse - ANY
// texture, ANY sampler - so that no mutation can slip past a per-unit binding memo; the
// setters that feed it all early-out when the value is unchanged, so the redundant
// glTexParameteri calls applications issue every frame do not churn it. Kept separate
// from the bind generation because the sampled texture SET is unaffected by these, and
// the Vulkan backend's set memo keys on that one.
Uint64 GetSamplingResolutionGeneration() const { return m_samplingResolutionGeneration; }
void BumpSamplingResolutionGeneration() { ++m_samplingResolutionGeneration; }
// Globally-unique, never-reused id of THIS texture state, i.e. of the context that owns
// it. Both generations above restart at 0 with a new context, so a backend memo keyed on
// them alone would accept a destroyed-and-recreated context whose counters happen to line
// up - and the heap address is no help, since a context freed and remade lands on it
// again (the unit tests do exactly that between cases).
Uint64 GetContextId() const { return m_contextId; }
private:
static Uint64 AllocateContextId();
const Uint64 m_contextId;
Uint64 m_textureBindGeneration = 0;
Uint64 m_samplingResolutionGeneration = 0;
Int m_maxTouchedUnit = -1;
Int m_activeTextureUnit = 0;
Array<TextureUnit, MAX_TEXTURE_IMAGE_UNITS> m_textureUnits;
Array<ImageTextureBinding, MAX_TEXTURE_IMAGE_UNITS> m_imageTextureBindings;
IndexGenerator<Uint> m_indexGenerator;
UnorderedMap<GLuint, SharedPtr<ITextureObject>> m_textureObjects;
// One default texture object (external name 0) per target, created with the context and
// immortal for its lifetime; the initial binding of every unit/target slot.
Array<SharedPtr<ITextureObject>, (int)TextureTarget::TextureTargetCount> m_defaultTextureObjects;
};
} // namespace MobileGL::MG_State::GLState