#region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2022 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; #endregion namespace Microsoft.Xna.Framework.Graphics { public sealed class TextureCollection { #region Public Array Access Property public Texture this[int index] { get { return textures[index]; } set { #if DEBUG // XNA checks for disposed textures here! -flibit if (value != null) { if (value.IsDisposed) { throw new ObjectDisposedException( value.GetType().ToString() ); } if (!ignoreTargets) for (int i = 0; i < value.GraphicsDevice.renderTargetCount; i += 1) { if (value == value.GraphicsDevice.renderTargetBindings[i].RenderTarget) { throw new InvalidOperationException( "The render target must not be set on the" + " device when it is used as a texture." ); } } } #endif textures[index] = value; modifiedSamplers[index] = true; } } #endregion #region Internal Variables internal bool ignoreTargets; #endregion #region Private Variables private readonly Texture[] textures; private readonly bool[] modifiedSamplers; #endregion #region Internal Constructor internal TextureCollection( int slots, bool[] modSamplers ) { textures = new Texture[slots]; modifiedSamplers = modSamplers; for (int i = 0; i < textures.Length; i += 1) { textures[i] = null; } ignoreTargets = false; } #endregion #region Internal Functions internal void RemoveDisposedTexture(Texture tex) { for (int i = 0; i < textures.Length; i += 1) { if (tex == textures[i]) { this[i] = null; } } } #endregion } }