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#region License
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/* FNA - XNA4 Reimplementation for Desktop Platforms
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* Copyright 2009-2022 Ethan Lee and the MonoGame Team
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*
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* Released under the Microsoft Public License.
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* See LICENSE for details.
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*/
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#endregion
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#region Using Statements
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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#endregion
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namespace Microsoft.Xna.Framework.Graphics
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{
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public class Texture2D : Texture
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{
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#region Public Properties
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public int Width
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{
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get;
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private set;
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}
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public int Height
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{
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get;
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private set;
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}
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public Rectangle Bounds
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{
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get
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{
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return new Rectangle(0, 0, Width, Height);
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}
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}
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#endregion
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#region Public Constructors
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public Texture2D(
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GraphicsDevice graphicsDevice,
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int width,
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int height
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) : this(
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graphicsDevice,
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width,
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height,
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false,
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SurfaceFormat.Color
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) {
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}
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public Texture2D(
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GraphicsDevice graphicsDevice,
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int width,
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int height,
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bool mipMap,
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SurfaceFormat format
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) {
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if (graphicsDevice == null)
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{
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throw new ArgumentNullException("graphicsDevice");
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}
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GraphicsDevice = graphicsDevice;
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Width = width;
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Height = height;
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LevelCount = mipMap ? CalculateMipLevels(width, height) : 1;
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// TODO: Use QueryRenderTargetFormat!
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if (this is IRenderTarget)
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{
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if (format == SurfaceFormat.ColorSrgbEXT)
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{
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if (FNA3D.FNA3D_SupportsSRGBRenderTargets(GraphicsDevice.GLDevice) == 0)
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{
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// Renderable but not on this device
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Format = SurfaceFormat.Color;
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}
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else
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{
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Format = format;
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}
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}
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else if ( format != SurfaceFormat.Color &&
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format != SurfaceFormat.Rgba1010102 &&
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format != SurfaceFormat.Rg32 &&
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format != SurfaceFormat.Rgba64 &&
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format != SurfaceFormat.Single &&
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format != SurfaceFormat.Vector2 &&
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format != SurfaceFormat.Vector4 &&
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format != SurfaceFormat.HalfSingle &&
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format != SurfaceFormat.HalfVector2 &&
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format != SurfaceFormat.HalfVector4 &&
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format != SurfaceFormat.HdrBlendable )
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{
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// Not a renderable format period
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Format = SurfaceFormat.Color;
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}
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else
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{
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Format = format;
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}
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}
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else
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{
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Format = format;
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}
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texture = FNA3D.FNA3D_CreateTexture2D(
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GraphicsDevice.GLDevice,
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Format,
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Width,
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Height,
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LevelCount,
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(byte) ((this is IRenderTarget) ? 1 : 0)
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);
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}
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#endregion
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#region Public SetData Methods
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public void SetData<T>(T[] data) where T : struct
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{
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SetData(
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0,
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null,
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data,
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0,
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data.Length
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);
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}
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public void SetData<T>(
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T[] data,
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int startIndex,
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int elementCount
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) where T : struct {
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SetData(
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0,
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null,
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data,
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startIndex,
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elementCount
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);
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}
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public void SetData<T>(
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int level,
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Rectangle? rect,
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T[] data,
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int startIndex,
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int elementCount
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) where T : struct {
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if (data == null)
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{
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throw new ArgumentNullException("data");
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}
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if (startIndex < 0)
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{
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throw new ArgumentOutOfRangeException("startIndex");
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}
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if (data.Length < (elementCount + startIndex))
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{
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throw new ArgumentOutOfRangeException("elementCount");
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}
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int x, y, w, h;
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if (rect.HasValue)
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{
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x = rect.Value.X;
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y = rect.Value.Y;
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w = rect.Value.Width;
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h = rect.Value.Height;
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}
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else
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{
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x = 0;
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y = 0;
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w = Math.Max(Width >> level, 1);
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h = Math.Max(Height >> level, 1);
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}
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int elementSize = Marshal.SizeOf(typeof(T));
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int requiredBytes = (w * h * GetFormatSize(Format)) / GetBlockSizeSquared(Format);
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int availableBytes = elementCount * elementSize;
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if (requiredBytes > availableBytes)
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{
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throw new ArgumentOutOfRangeException("rect", "The region you are trying to upload is larger than the amount of data you provided.");
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}
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GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
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FNA3D.FNA3D_SetTextureData2D(
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GraphicsDevice.GLDevice,
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texture,
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x,
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y,
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w,
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h,
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level,
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handle.AddrOfPinnedObject() + startIndex * elementSize,
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elementCount * elementSize
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);
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handle.Free();
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}
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public void SetDataPointerEXT(
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int level,
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Rectangle? rect,
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IntPtr data,
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int dataLength
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) {
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if (data == IntPtr.Zero)
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{
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throw new ArgumentNullException("data");
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}
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int x, y, w, h;
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if (rect.HasValue)
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{
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x = rect.Value.X;
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y = rect.Value.Y;
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w = rect.Value.Width;
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h = rect.Value.Height;
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}
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else
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{
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x = 0;
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y = 0;
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w = Math.Max(Width >> level, 1);
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h = Math.Max(Height >> level, 1);
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}
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FNA3D.FNA3D_SetTextureData2D(
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GraphicsDevice.GLDevice,
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texture,
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x,
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y,
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w,
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h,
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level,
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data,
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dataLength
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);
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}
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#endregion
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#region Public GetData Methods
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public void GetData<T>(T[] data) where T : struct
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{
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GetData(
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0,
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null,
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data,
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0,
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data.Length
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);
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}
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public void GetData<T>(
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T[] data,
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int startIndex,
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int elementCount
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) where T : struct {
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GetData(
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0,
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null,
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data,
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startIndex,
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elementCount
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);
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}
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public void GetData<T>(
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int level,
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Rectangle? rect,
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T[] data,
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int startIndex,
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int elementCount
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) where T : struct {
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if (data == null || data.Length == 0)
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{
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throw new ArgumentException("data cannot be null");
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}
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if (data.Length < startIndex + elementCount)
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{
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throw new ArgumentException(
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"The data passed has a length of " + data.Length.ToString() +
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" but " + elementCount.ToString() + " pixels have been requested."
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);
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}
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int subX, subY, subW, subH;
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if (rect == null)
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{
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subX = 0;
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subY = 0;
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subW = Width >> level;
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subH = Height >> level;
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}
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else
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{
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subX = rect.Value.X;
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subY = rect.Value.Y;
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subW = rect.Value.Width;
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subH = rect.Value.Height;
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}
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int elementSizeInBytes = Marshal.SizeOf(typeof(T));
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ValidateGetDataFormat(Format, elementSizeInBytes);
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GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
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FNA3D.FNA3D_GetTextureData2D(
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GraphicsDevice.GLDevice,
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texture,
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subX,
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subY,
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subW,
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subH,
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level,
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handle.AddrOfPinnedObject() + (startIndex * elementSizeInBytes),
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elementCount * elementSizeInBytes
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);
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handle.Free();
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}
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#endregion
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#region Public Texture2D Save Methods
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public void SaveAsJpeg(Stream stream, int width, int height)
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{
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int quality;
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string qualityString = Environment.GetEnvironmentVariable("FNA_GRAPHICS_JPEG_SAVE_QUALITY");
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if (string.IsNullOrEmpty(qualityString) || !int.TryParse(qualityString, out quality))
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{
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quality = 100; // FIXME: What does XNA pick for quality? -flibit
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}
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int len = Width * Height * GetFormatSize(Format);
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IntPtr data = Marshal.AllocHGlobal(len);
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FNA3D.FNA3D_GetTextureData2D(
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GraphicsDevice.GLDevice,
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texture,
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0,
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0,
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Width,
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height,
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0,
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data,
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len
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);
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FNA3D.WriteJPGStream(
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stream,
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Width,
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Height,
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width,
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height,
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data,
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quality
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);
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Marshal.FreeHGlobal(data);
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}
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public void SaveAsPng(Stream stream, int width, int height)
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{
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int len = Width * Height * GetFormatSize(Format);
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IntPtr data = Marshal.AllocHGlobal(len);
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FNA3D.FNA3D_GetTextureData2D(
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GraphicsDevice.GLDevice,
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texture,
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0,
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0,
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Width,
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height,
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0,
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data,
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len
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);
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FNA3D.WritePNGStream(
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stream,
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Width,
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Height,
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width,
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height,
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data
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);
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Marshal.FreeHGlobal(data);
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}
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#endregion
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#region Public Static Texture2D Load Methods
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public static Texture2D FromStream(GraphicsDevice graphicsDevice, Stream stream)
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{
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if (stream.CanSeek && stream.Position == stream.Length)
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{
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stream.Seek(0, SeekOrigin.Begin);
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}
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int width, height, len;
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IntPtr pixels = FNA3D.ReadImageStream(
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stream,
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out width,
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out height,
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out len
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);
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Texture2D result = new Texture2D(
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graphicsDevice,
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width,
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height
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);
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result.SetDataPointerEXT(
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0,
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null,
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pixels,
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len
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);
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FNA3D.FNA3D_Image_Free(pixels);
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return result;
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}
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public static Texture2D FromStream(
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GraphicsDevice graphicsDevice,
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Stream stream,
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int width,
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int height,
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bool zoom
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) {
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if (stream.CanSeek && stream.Position == stream.Length)
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{
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stream.Seek(0, SeekOrigin.Begin);
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}
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int realWidth, realHeight, len;
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IntPtr pixels = FNA3D.ReadImageStream(
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stream,
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out realWidth,
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out realHeight,
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out len,
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width,
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height,
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zoom
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);
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Texture2D result = new Texture2D(
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graphicsDevice,
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realWidth,
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realHeight
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);
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result.SetDataPointerEXT(
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0,
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null,
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pixels,
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len
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);
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FNA3D.FNA3D_Image_Free(pixels);
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return result;
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}
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|
#endregion
|
|
|
|
|
|
#region Public Static Texture2D Extensions
|
|
|
|
|
|
/// <summary>
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|
/// Loads image data from a given stream.
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/// </summary>
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|
/// <remarks>
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/// This is an extension of XNA 4 and is not compatible with XNA. It exists to help with dynamically reloading
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/// textures while games are running. Games can use this method to read a stream into memory and then call
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/// SetData on a texture with that data, rather than having to dispose the texture and recreate it entirely.
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/// </remarks>
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/// <param name="stream">The stream from which to read the image data.</param>
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/// <param name="width">Outputs the width of the image.</param>
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/// <param name="height">Outputs the height of the image.</param>
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/// <param name="pixels">Outputs the pixel data of the image, in non-premultiplied RGBA format.</param>
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/// <param name="requestedWidth">Preferred width of the resulting image data</param>
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/// <param name="requestedHeight">Preferred height of the resulting image data</param>
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/// <param name="zoom">false to maintain aspect ratio, true to crop image</param>
|
|
|
public static void TextureDataFromStreamEXT(
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|
Stream stream,
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out int width,
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out int height,
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|
out byte[] pixels,
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|
|
int requestedWidth = -1,
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|
int requestedHeight = -1,
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|
|
bool zoom = false
|
|
|
) {
|
|
|
if (stream.CanSeek && stream.Position == stream.Length)
|
|
|
{
|
|
|
stream.Seek(0, SeekOrigin.Begin);
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|
}
|
|
|
|
|
|
int len;
|
|
|
IntPtr pixPtr = FNA3D.ReadImageStream(
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|
stream,
|
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|
out width,
|
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|
out height,
|
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|
out len,
|
|
|
requestedWidth,
|
|
|
requestedHeight,
|
|
|
zoom
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|
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);
|
|
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|
|
|
pixels = new byte[len];
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|
|
Marshal.Copy(pixPtr, pixels, 0, len);
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|
|
|
|
|
FNA3D.FNA3D_Image_Free(pixPtr);
|
|
|
}
|
|
|
|
|
|
public static Texture2D DDSFromStreamEXT(
|
|
|
GraphicsDevice graphicsDevice,
|
|
|
Stream stream
|
|
|
) {
|
|
|
Texture2D result;
|
|
|
|
|
|
// Begin BinaryReader, ignoring a tab!
|
|
|
using (BinaryReader reader = new BinaryReader(stream))
|
|
|
{
|
|
|
|
|
|
int width, height, levels;
|
|
|
bool isCube;
|
|
|
SurfaceFormat format;
|
|
|
Texture.ParseDDS(
|
|
|
reader,
|
|
|
out format,
|
|
|
out width,
|
|
|
out height,
|
|
|
out levels,
|
|
|
out isCube
|
|
|
);
|
|
|
|
|
|
if (isCube)
|
|
|
{
|
|
|
throw new FormatException("This file contains cube map data!");
|
|
|
}
|
|
|
|
|
|
// Allocate/Load texture
|
|
|
result = new Texture2D(
|
|
|
graphicsDevice,
|
|
|
width,
|
|
|
height,
|
|
|
levels > 1,
|
|
|
format
|
|
|
);
|
|
|
|
|
|
byte[] tex = null;
|
|
|
if ( stream is MemoryStream &&
|
|
|
((MemoryStream) stream).TryGetBuffer(out tex) )
|
|
|
{
|
|
|
for (int i = 0; i < levels; i += 1)
|
|
|
{
|
|
|
int levelSize = Texture.CalculateDDSLevelSize(
|
|
|
width >> i,
|
|
|
height >> i,
|
|
|
format
|
|
|
);
|
|
|
result.SetData(
|
|
|
i,
|
|
|
null,
|
|
|
tex,
|
|
|
(int) stream.Seek(0, SeekOrigin.Current),
|
|
|
levelSize
|
|
|
);
|
|
|
stream.Seek(
|
|
|
levelSize,
|
|
|
SeekOrigin.Current
|
|
|
);
|
|
|
}
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
for (int i = 0; i < levels; i += 1)
|
|
|
{
|
|
|
tex = reader.ReadBytes(Texture.CalculateDDSLevelSize(
|
|
|
width >> i,
|
|
|
height >> i,
|
|
|
format
|
|
|
));
|
|
|
result.SetData(
|
|
|
i,
|
|
|
null,
|
|
|
tex,
|
|
|
0,
|
|
|
tex.Length
|
|
|
);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// End BinaryReader
|
|
|
}
|
|
|
|
|
|
// Finally.
|
|
|
return result;
|
|
|
}
|
|
|
|
|
|
#endregion
|
|
|
}
|
|
|
}
|
|
|
|