/usr/include/vtk-7.1/vtkTextureUnitManager.h is in libvtk7-dev 7.1.1+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkTextureUnitManager.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkTextureUnitManager
* @brief allocate/free texture units.
*
*
* vtkTextureUnitManager is a central place used by shaders to reserve a
* texture unit ( Allocate() ) or release it ( Free() ).
*
* Don't create a vtkTextureUnitManager, query it from the
* vtkOpenGLRenderWindow
*
* @sa
* vtkOpenGLRenderWindow
*/
#ifndef vtkTextureUnitManager_h
#define vtkTextureUnitManager_h
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkObject.h"
class vtkOpenGLRenderWindow;
class VTKRENDERINGOPENGL2_EXPORT vtkTextureUnitManager : public vtkObject
{
public:
vtkTypeMacro(vtkTextureUnitManager,vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
static vtkTextureUnitManager *New();
//@{
/**
* Get/Set the context. This does not increase the reference count of the
* context to avoid reference loops.
* SetContext() may raise an error is the OpenGL context does not support the
* required OpenGL extensions.
*/
void SetContext(vtkOpenGLRenderWindow *context);
vtkGetObjectMacro(Context,vtkOpenGLRenderWindow);
//@}
/**
* Number of texture units supported by the OpenGL context.
*/
int GetNumberOfTextureUnits();
/**
* Reserve a texture unit. It returns its number.
* It returns -1 if the allocation failed (because there are no more
* texture units left).
* \post valid_result: result==-1 || result>=0 && result<this->GetNumberOfTextureUnits())
* \post allocated: result==-1 || this->IsAllocated(result)
*/
virtual int Allocate();
/**
* Reserve a specific texture unit if not already in use.
* This method should only be used when interacting with 3rd
* party code that is allocating and using textures. It allows
* someone to reserve a texture unit for that code and later release
* it. VTK will not use that texture unit until it is released.
* It returns -1 if the allocation failed (because there are no more
* texture units left).
* \post valid_result: result==-1 || result>=0 && result<this->GetNumberOfTextureUnits())
* \post allocated: result==-1 || this->IsAllocated(result)
*/
virtual int Allocate(int unit);
/**
* Tell if texture unit `textureUnitId' is already allocated.
* \pre valid_textureUnitId_range : textureUnitId>=0 && textureUnitId<this->GetNumberOfTextureUnits()
*/
bool IsAllocated(int textureUnitId);
/**
* Release a texture unit.
* \pre valid_textureUnitId: textureUnitId>=0 && textureUnitId<this->GetNumberOfTextureUnits()
* \pre allocated_textureUnitId: this->IsAllocated(textureUnitId)
*/
virtual void Free(int textureUnitId);
protected:
/**
* Default constructor.
*/
vtkTextureUnitManager();
/**
* Destructor.
*/
~vtkTextureUnitManager();
/**
* Delete the allocation table and check if it is not called before
* all the texture units have been released.
*/
void DeleteTable();
vtkOpenGLRenderWindow *Context;
int NumberOfTextureUnits;
bool *TextureUnits;
private:
vtkTextureUnitManager(const vtkTextureUnitManager&) VTK_DELETE_FUNCTION;
void operator=(const vtkTextureUnitManager&) VTK_DELETE_FUNCTION;
};
#endif
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