/usr/include/paraview/vtkTextureUnitManager.h is in paraview-dev 5.0.1+dfsg1-4.
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  | /*=========================================================================
  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.
=========================================================================*/
// .NAME vtkTextureUnitManager - allocate/free texture units.
// .SECTION Description
//
// 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
//
// .SECTION See Also
// vtkOpenGLRenderWindow
#ifndef vtkTextureUnitManager_h
#define vtkTextureUnitManager_h
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkObject.h"
class vtkOpenGLRenderWindow;
class VTKRENDERINGOPENGL_EXPORT vtkTextureUnitManager : public vtkObject
{
public:
  vtkTypeMacro(vtkTextureUnitManager,vtkObject);
  void PrintSelf(ostream& os, vtkIndent indent);
  static vtkTextureUnitManager *New();
  // Description:
  // 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);
  // Description:
  // Number of texture units supported by the OpenGL context.
  int GetNumberOfTextureUnits();
  // Description:
  // Reserve a texture unit. It returns its number.
  // It returns -1 if the allocation failed (because there is no more
  // texture unit left).
  // \post valid_result: result==-1 || result>=0 && result<this->GetNumberOfTextureUnits())
  // \post allocated: result==-1 || this->IsAllocated(result)
  virtual int Allocate();
  // Description:
  // Tell if texture unit `textureUnitId' is already allocated.
  // \pre valid_textureUnitId_range : textureUnitId>=0 && textureUnitId<this->GetNumberOfTextureUnits()
  bool IsAllocated(int textureUnitId);
  // Description:
  // Release a texture unit.
  // \pre valid_textureUnitId: textureUnitId>=0 && textureUnitId<this->GetNumberOfTextureUnits()
  // \pre allocated_textureUnitId: this->IsAllocated(textureUnitId)
  virtual void Free(int textureUnitId);
protected:
  // Description:
  // Default constructor.
  vtkTextureUnitManager();
  // Description:
  // Destructor.
  ~vtkTextureUnitManager();
  // Description:
  // 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&);  // Not implemented.
  void operator=(const vtkTextureUnitManager&);  // Not implemented.
};
#endif
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