Source code for arcade.gl.texture_array

from __future__ import annotations

import weakref
from ctypes import byref, string_at
from typing import TYPE_CHECKING

from pyglet import gl

from ..types import BufferProtocol
from .buffer import Buffer
from .types import (
    BufferOrBufferProtocol,
    PyGLuint,
    compare_funcs,
    pixel_formats,
    swizzle_enum_to_str,
    swizzle_str_to_enum,
)
from .utils import data_to_ctypes

if TYPE_CHECKING:  # handle import cycle caused by type hinting
    from arcade.gl import Context


[docs] class TextureArray: """ An OpenGL 2D texture array. We can create an empty black texture or a texture from byte data. A texture can also be created with different datatypes such as float, integer or unsigned integer. The best way to create a texture instance is through :py:meth:`arcade.gl.Context.texture` Supported ``dtype`` values are:: # Float formats 'f1': UNSIGNED_BYTE 'f2': HALF_FLOAT 'f4': FLOAT # int formats 'i1': BYTE 'i2': SHORT 'i4': INT # uint formats 'u1': UNSIGNED_BYTE 'u2': UNSIGNED_SHORT 'u4': UNSIGNED_INT Args: ctx: The context the object belongs to size: The size of the texture (width, height, layers) components: The number of components (1: R, 2: RG, 3: RGB, 4: RGBA) dtype: The data type of each component: f1, f2, f4 / i1, i2, i4 / u1, u2, u4 data: The texture data (optional). Can be bytes or any object supporting the buffer protocol. filter: The minification/magnification filter of the texture wrap_x: Wrap mode x wrap_y: Wrap mode y target: The texture type (Ignored. Legacy) depth: creates a depth texture if `True` samples: Creates a multisampled texture for values > 0. This value will be clamped between 0 and the max sample capability reported by the drivers. immutable: Make the storage (not the contents) immutable. This can sometimes be required when using textures with compute shaders. internal_format: The internal format of the texture compressed: Is the texture compressed? compressed_data: The raw compressed data """ __slots__ = ( "_ctx", "_glo", "_width", "_height", "_layers", "_dtype", "_target", "_components", "_alignment", "_depth", "_compare_func", "_format", "_internal_format", "_type", "_component_size", "_samples", "_filter", "_wrap_x", "_wrap_y", "_anisotropy", "_immutable", "__weakref__", "_compressed", "_compressed_data", ) def __init__( self, ctx: Context, size: tuple[int, int, int], *, components: int = 4, dtype: str = "f1", data: BufferProtocol | None = None, filter: tuple[PyGLuint, PyGLuint] | None = None, wrap_x: PyGLuint | None = None, wrap_y: PyGLuint | None = None, target=gl.GL_TEXTURE_2D_ARRAY, depth=False, samples: int = 0, immutable: bool = False, internal_format: PyGLuint | None = None, compressed: bool = False, compressed_data: bool = False, ): self._glo = glo = gl.GLuint() self._ctx = ctx self._width, self._height, self._layers = size self._dtype = dtype self._components = components self._component_size = 0 self._alignment = 1 self._target = target self._samples = min(max(0, samples), self._ctx.info.MAX_SAMPLES) self._depth = depth self._immutable = immutable self._compare_func: str | None = None self._anisotropy = 1.0 self._internal_format = internal_format self._compressed = compressed self._compressed_data = compressed_data # Default filters for float and integer textures # Integer textures should have NEAREST interpolation # by default 3.3 core doesn't really support it consistently. if "f" in self._dtype: self._filter = gl.GL_LINEAR, gl.GL_LINEAR else: self._filter = gl.GL_NEAREST, gl.GL_NEAREST self._wrap_x = gl.GL_REPEAT self._wrap_y = gl.GL_REPEAT if self._components not in [1, 2, 3, 4]: raise ValueError("Components must be 1, 2, 3 or 4") if data and self._samples > 0: raise ValueError( "Multisampled textures are not writable (cannot be initialized with data)" ) self._target = ( gl.GL_TEXTURE_2D_ARRAY if self._samples == 0 else gl.GL_TEXTURE_2D_MULTISAMPLE_ARRAY ) gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glGenTextures(1, byref(self._glo)) if self._glo.value == 0: raise RuntimeError("Cannot create Texture. OpenGL failed to generate a texture id") gl.glBindTexture(self._target, self._glo) self._texture_2d_array(data) # Only set texture parameters on non-multisample textures if self._samples == 0: self.filter = filter or self._filter self.wrap_x = wrap_x or self._wrap_x self.wrap_y = wrap_y or self._wrap_y if self._ctx.gc_mode == "auto": weakref.finalize(self, TextureArray.delete_glo, self._ctx, glo) self.ctx.stats.incr("texture")
[docs] def resize(self, size: tuple[int, int]): """ Resize the texture. This will re-allocate the internal memory and all pixel data will be lost. .. note:: Immutable textures cannot be resized. Args: size: The new size of the texture """ if self._immutable: raise ValueError("Immutable textures cannot be resized") gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) self._width, self._height = size self._texture_2d_array(None)
def __del__(self): # Intercept garbage collection if we are using Context.gc() if self._ctx.gc_mode == "context_gc" and self._glo.value > 0: self._ctx.objects.append(self) def _texture_2d_array(self, data): """Create a 2D texture""" # Start by resolving the texture format try: format_info = pixel_formats[self._dtype] except KeyError: raise ValueError( f"dype '{self._dtype}' not support. Supported types are : " f"{tuple(pixel_formats.keys())}" ) _format, _internal_format, self._type, self._component_size = format_info if data is not None: byte_length, data = data_to_ctypes(data) self._validate_data_size(data, byte_length, self._width, self._height, self._layers) # If we are dealing with a multisampled texture we have less options if self._target == gl.GL_TEXTURE_2D_MULTISAMPLE_ARRAY: gl.glTexImage3DMultisample( self._target, self._samples, _internal_format[self._components], self._width, self._height, self._layers, True, # Fixed sample locations ) return # Make sure we unpack the pixel data with correct alignment # or we'll end up with corrupted textures gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, self._alignment) gl.glPixelStorei(gl.GL_PACK_ALIGNMENT, self._alignment) # Create depth 2d texture if self._depth: gl.glTexImage3D( self._target, 0, # level gl.GL_DEPTH_COMPONENT24, self._width, self._height, self._layers, 0, gl.GL_DEPTH_COMPONENT, gl.GL_UNSIGNED_INT, # gl.GL_FLOAT, data, ) self.compare_func = "<=" # Create normal 2d texture else: try: self._format = _format[self._components] if self._internal_format is None: self._internal_format = _internal_format[self._components] if self._immutable: # Specify immutable storage for this texture. # glTexStorage2D can only be called once gl.glTexStorage3D( self._target, 1, # Levels self._internal_format, self._width, self._height, self._layers, ) if data: self.write(data) else: # glTexImage2D can be called multiple times to re-allocate storage # Specify mutable storage for this texture. if self._compressed_data is True: gl.glCompressedTexImage3D( self._target, # target 0, # level self._internal_format, # internal_format self._width, # width self._height, # height self._layers, # layers 0, # border len(data), # size data, # data ) else: gl.glTexImage3D( self._target, # target 0, # level self._internal_format, # internal_format self._width, # width self._height, # height self._layers, # layers 0, # border self._format, # format self._type, # type data, # data ) except gl.GLException as ex: raise gl.GLException( ( f"Unable to create texture: {ex} : dtype={self._dtype} " f"size={self.size} components={self._components} " f"MAX_TEXTURE_SIZE = {self.ctx.info.MAX_TEXTURE_SIZE}" f": {ex}" ) ) @property def ctx(self) -> Context: """The context this texture belongs to.""" return self._ctx @property def glo(self) -> gl.GLuint: """The OpenGL texture id""" return self._glo @property def compressed(self) -> bool: """Is this using a compressed format?""" return self._compressed @property def width(self) -> int: """The width of the texture in pixels""" return self._width @property def height(self) -> int: """The height of the texture in pixels""" return self._height @property def layers(self) -> int: """The number of layers in the texture""" return self._layers @property def dtype(self) -> str: """The data type of each component""" return self._dtype @property def size(self) -> tuple[int, int, int]: """The size of the texture as a tuple""" return self._width, self._height, self._layers @property def samples(self) -> int: """Number of samples if multisampling is enabled (read only)""" return self._samples @property def byte_size(self) -> int: """The byte size of the texture.""" return pixel_formats[self._dtype][3] * self._components * self.width * self.height @property def components(self) -> int: """Number of components in the texture""" return self._components @property def component_size(self) -> int: """Size in bytes of each component""" return self._component_size @property def depth(self) -> bool: """If this is a depth texture.""" return self._depth @property def immutable(self) -> bool: """Does this texture have immutable storage?""" return self._immutable @property def swizzle(self) -> str: """ The swizzle mask of the texture (Default ``'RGBA'``). The swizzle mask change/reorder the ``vec4`` value returned by the ``texture()`` function in a GLSL shaders. This is represented by a 4 character string were each character can be:: 'R' GL_RED 'G' GL_GREEN 'B' GL_BLUE 'A' GL_ALPHA '0' GL_ZERO '1' GL_ONE Example:: # Alpha channel will always return 1.0 texture.swizzle = 'RGB1' # Only return the red component. The rest is masked to 0.0 texture.swizzle = 'R000' # Reverse the components texture.swizzle = 'ABGR' """ gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) # Read the current swizzle values from the texture swizzle_r = gl.GLint() swizzle_g = gl.GLint() swizzle_b = gl.GLint() swizzle_a = gl.GLint() gl.glGetTexParameteriv(self._target, gl.GL_TEXTURE_SWIZZLE_R, swizzle_r) gl.glGetTexParameteriv(self._target, gl.GL_TEXTURE_SWIZZLE_G, swizzle_g) gl.glGetTexParameteriv(self._target, gl.GL_TEXTURE_SWIZZLE_B, swizzle_b) gl.glGetTexParameteriv(self._target, gl.GL_TEXTURE_SWIZZLE_A, swizzle_a) swizzle_str = "" for v in [swizzle_r, swizzle_g, swizzle_b, swizzle_a]: swizzle_str += swizzle_enum_to_str[v.value] return swizzle_str @swizzle.setter def swizzle(self, value: str): if not isinstance(value, str): raise ValueError(f"Swizzle must be a string, not '{type(str)}'") if len(value) != 4: raise ValueError("Swizzle must be a string of length 4") swizzle_enums = [] for c in value: try: c = c.upper() swizzle_enums.append(swizzle_str_to_enum[c]) except KeyError: raise ValueError(f"Swizzle value '{c}' invalid. Must be one of RGBA01") gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) gl.glTexParameteri(self._target, gl.GL_TEXTURE_SWIZZLE_R, swizzle_enums[0]) gl.glTexParameteri(self._target, gl.GL_TEXTURE_SWIZZLE_G, swizzle_enums[1]) gl.glTexParameteri(self._target, gl.GL_TEXTURE_SWIZZLE_B, swizzle_enums[2]) gl.glTexParameteri(self._target, gl.GL_TEXTURE_SWIZZLE_A, swizzle_enums[3]) @property def filter(self) -> tuple[int, int]: """ Get or set the ``(min, mag)`` filter for this texture. These are rules for how a texture interpolates. The filter is specified for minification and magnification. Default value is ``LINEAR, LINEAR``. Can be set to ``NEAREST, NEAREST`` for pixelated graphics. When mipmapping is used the min filter needs to be one of the ``MIPMAP`` variants. Accepted values:: # Enums can be accessed on the context or arcade.gl NEAREST # Nearest pixel LINEAR # Linear interpolate NEAREST_MIPMAP_NEAREST # Minification filter for mipmaps LINEAR_MIPMAP_NEAREST # Minification filter for mipmaps NEAREST_MIPMAP_LINEAR # Minification filter for mipmaps LINEAR_MIPMAP_LINEAR # Minification filter for mipmaps Also see * https://www.khronos.org/opengl/wiki/Texture#Mip_maps * https://www.khronos.org/opengl/wiki/Sampler_Object#Filtering """ return self._filter @filter.setter def filter(self, value: tuple[int, int]): if not isinstance(value, tuple) or not len(value) == 2: raise ValueError("Texture filter must be a 2 component tuple (min, mag)") self._filter = value gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) gl.glTexParameteri(self._target, gl.GL_TEXTURE_MIN_FILTER, self._filter[0]) gl.glTexParameteri(self._target, gl.GL_TEXTURE_MAG_FILTER, self._filter[1]) @property def wrap_x(self) -> int: """ Get or set the horizontal wrapping of the texture. This decides how textures are read when texture coordinates are outside the ``[0.0, 1.0]`` area. Default value is ``REPEAT``. Valid options are:: # Note: Enums can also be accessed in arcade.gl # Repeat pixels on the y axis texture.wrap_x = ctx.REPEAT # Repeat pixels on the y axis mirrored texture.wrap_x = ctx.MIRRORED_REPEAT # Repeat the edge pixels when reading outside the texture texture.wrap_x = ctx.CLAMP_TO_EDGE # Use the border color (black by default) when reading outside the texture texture.wrap_x = ctx.CLAMP_TO_BORDER """ return self._wrap_x @wrap_x.setter def wrap_x(self, value: int): self._wrap_x = value gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) gl.glTexParameteri(self._target, gl.GL_TEXTURE_WRAP_S, value) @property def wrap_y(self) -> int: """ Get or set the horizontal wrapping of the texture. This decides how textures are read when texture coordinates are outside the ``[0.0, 1.0]`` area. Default value is ``REPEAT``. Valid options are:: # Note: Enums can also be accessed in arcade.gl # Repeat pixels on the x axis texture.wrap_x = ctx.REPEAT # Repeat pixels on the x axis mirrored texture.wrap_x = ctx.MIRRORED_REPEAT # Repeat the edge pixels when reading outside the texture texture.wrap_x = ctx.CLAMP_TO_EDGE # Use the border color (black by default) when reading outside the texture texture.wrap_x = ctx.CLAMP_TO_BORDER """ return self._wrap_y @wrap_y.setter def wrap_y(self, value: int): self._wrap_y = value gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) gl.glTexParameteri(self._target, gl.GL_TEXTURE_WRAP_T, value) @property def anisotropy(self) -> float: """Get or set the anisotropy for this texture.""" return self._anisotropy @anisotropy.setter def anisotropy(self, value): self._anisotropy = max(1.0, min(value, self._ctx.info.MAX_TEXTURE_MAX_ANISOTROPY)) gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) gl.glTexParameterf(self._target, gl.GL_TEXTURE_MAX_ANISOTROPY, self._anisotropy) @property def compare_func(self) -> str | None: """ Get or set the compare function for a depth texture:: texture.compare_func = None # Disable depth comparison completely texture.compare_func = '<=' # GL_LEQUAL texture.compare_func = '<' # GL_LESS texture.compare_func = '>=' # GL_GEQUAL texture.compare_func = '>' # GL_GREATER texture.compare_func = '==' # GL_EQUAL texture.compare_func = '!=' # GL_NOTEQUAL texture.compare_func = '0' # GL_NEVER texture.compare_func = '1' # GL_ALWAYS """ return self._compare_func @compare_func.setter def compare_func(self, value: str | None): if not self._depth: raise ValueError("Depth comparison function can only be set on depth textures") if not isinstance(value, str) and value is not None: raise ValueError(f"value must be as string: {self._compare_funcs.keys()}") func = compare_funcs.get(value, None) if func is None: raise ValueError(f"value must be as string: {compare_funcs.keys()}") self._compare_func = value gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) if value is None: gl.glTexParameteri(self._target, gl.GL_TEXTURE_COMPARE_MODE, gl.GL_NONE) else: gl.glTexParameteri( self._target, gl.GL_TEXTURE_COMPARE_MODE, gl.GL_COMPARE_REF_TO_TEXTURE ) gl.glTexParameteri(self._target, gl.GL_TEXTURE_COMPARE_FUNC, func)
[docs] def read(self, level: int = 0, alignment: int = 1) -> bytes: """ Read the contents of the texture. Args: level: The texture level to read alignment: Alignment of the start of each row in memory in number of bytes. Possible values: 1,2,4 """ if self._samples > 0: raise ValueError("Multisampled textures cannot be read directly") if self._ctx.gl_api == "gl": gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) gl.glPixelStorei(gl.GL_PACK_ALIGNMENT, alignment) buffer = ( gl.GLubyte * (self.width * self.height * self.layers * self._component_size * self._components) )() gl.glGetTexImage(self._target, level, self._format, self._type, buffer) return string_at(buffer, len(buffer)) elif self._ctx.gl_api == "gles": # FIXME: Check if we can attach a layer to the framebuffer. See Texture2D.read() raise ValueError("Reading texture array data not supported in GLES yet") else: raise ValueError("Unknown gl_api: '{self._ctx.gl_api}'")
[docs] def write(self, data: BufferOrBufferProtocol, level: int = 0, viewport=None) -> None: """Write byte data into layers of the texture. The ``data`` value can be either an :py:class:`arcade.gl.Buffer` or anything that implements the `Buffer Protocol <https://docs.python.org/3/c-api/buffer.html>`_. The latter category includes ``bytes``, ``bytearray``, ``array.array``, and more. You may need to use typing workarounds for non-builtin types. See :ref:`prog-guide-gl-buffer-protocol-typing` for more information. Args: data: :class:`~arcade.gl.Buffer` or buffer protocol object with data to write. level: The texture level to write (LoD level, now layer) viewport (optional): The area of the texture to write. Should be a 3 or 5-component tuple `(x, y, layer, width, height)` writes to an area of a single layer. If not provided the entire texture is written to. """ # TODO: Support writing to layers using viewport + alignment if self._samples > 0: raise ValueError("Writing to multisampled textures not supported") x, y, l, w, h = ( 0, 0, 0, self._width, self._height, ) if viewport: # TODO: Add more options here. For now we support writing to a single layer # (width, hight, num_layers) is a suggestion from moderngl # if len(viewport) == 3: # w, h, l = viewport if len(viewport) == 5: x, y, l, w, h = viewport else: raise ValueError("Viewport must be of length 5") if isinstance(data, Buffer): gl.glBindBuffer(gl.GL_PIXEL_UNPACK_BUFFER, data.glo) gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) gl.glPixelStorei(gl.GL_PACK_ALIGNMENT, 1) gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1) gl.glTexSubImage3D(self._target, level, x, y, w, h, l, self._format, self._type, 0) gl.glBindBuffer(gl.GL_PIXEL_UNPACK_BUFFER, 0) else: byte_size, data = data_to_ctypes(data) self._validate_data_size(data, byte_size, w, h, 1) # Single layer gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) gl.glPixelStorei(gl.GL_PACK_ALIGNMENT, 1) gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1) gl.glTexSubImage3D( self._target, # target level, # level x, # x offset y, # y offset l, # layer w, # width h, # height 1, # depth (one layer) self._format, # format self._type, # type data, # pixel data )
def _validate_data_size( self, byte_data, byte_size: int, width: int, height: int, layers: int ) -> None: """Validate the size of the data to be written to the texture""" # TODO: Validate data size for compressed textures # This might be a bit tricky since the size of the compressed # data would depend on the algorithm used. if self._compressed is True: return expected_size = width * height * layers * self._component_size * self._components if byte_size != expected_size: raise ValueError( f"Data size {len(byte_data)} does not match expected size {expected_size}" ) if len(byte_data) != byte_size: raise ValueError( f"Data size {len(byte_data)} does not match reported size {expected_size}" )
[docs] def build_mipmaps(self, base: int = 0, max_level: int = 1000) -> None: """Generate mipmaps for this texture. The default values usually work well. Mipmaps are successively smaller versions of an original texture with special filtering applied. Using mipmaps allows OpenGL to render scaled versions of original textures with fewer scaling artifacts. Mipmaps can be made for textures of any size. Each mipmap version halves the width and height of the previous one (e.g. 256 x 256, 128 x 128, 64 x 64, etc) down to a minimum of 1 x 1. .. note:: Mipmaps will only be used if a texture's filter is configured with a mipmap-type minification:: # Set up linear interpolating minification filter texture.filter = ctx.LINEAR_MIPMAP_LINEAR, ctx.LINEAR Args: base: Level the mipmaps start at (usually 0) max_level: The maximum number of levels to generate Also see: https://www.khronos.org/opengl/wiki/Texture#Mip_maps """ if self._samples > 0: raise ValueError("Multisampled textures don't support mimpmaps") gl.glActiveTexture(gl.GL_TEXTURE0 + self._ctx.default_texture_unit) gl.glBindTexture(self._target, self._glo) gl.glTexParameteri(self._target, gl.GL_TEXTURE_BASE_LEVEL, base) gl.glTexParameteri(self._target, gl.GL_TEXTURE_MAX_LEVEL, max_level) gl.glGenerateMipmap(self._target)
[docs] def delete(self): """ Destroy the underlying OpenGL resource. Don't use this unless you know exactly what you are doing. """ self.delete_glo(self._ctx, self._glo) self._glo.value = 0
[docs] @staticmethod def delete_glo(ctx: "Context", glo: gl.GLuint): """ Destroy the texture. This is called automatically when the object is garbage collected. Args: ctx: OpenGL Context glo: The OpenGL texture id """ # If we have no context, then we are shutting down, so skip this if gl.current_context is None: return if glo.value != 0: gl.glDeleteTextures(1, byref(glo)) ctx.stats.decr("texture")
[docs] def use(self, unit: int = 0) -> None: """Bind the texture to a channel, Args: unit: The texture unit to bind the texture. """ gl.glActiveTexture(gl.GL_TEXTURE0 + unit) gl.glBindTexture(self._target, self._glo)
[docs] def bind_to_image(self, unit: int, read: bool = True, write: bool = True, level: int = 0): """ Bind textures to image units. Note that either or both ``read`` and ``write`` needs to be ``True``. The supported modes are: read only, write only, read-write Args: unit: The image unit read: The compute shader intends to read from this image write: The compute shader intends to write to this image level: The mipmap level to bind """ if self._ctx.gl_api == "gles" and not self._immutable: raise ValueError("Textures bound to image units must be created with immutable=True") access = gl.GL_READ_WRITE if read and write: access = gl.GL_READ_WRITE elif read and not write: access = gl.GL_READ_ONLY elif not read and write: access = gl.GL_WRITE_ONLY else: raise ValueError("Illegal access mode. The texture must at least be read or write only") gl.glBindImageTexture(unit, self._glo, level, 0, 0, access, self._internal_format)
[docs] def get_handle(self, resident: bool = True) -> int: """ Get a handle for bindless texture access. Once a handle is created its parameters cannot be changed. Attempting to do so will have no effect. (filter, wrap etc). There is no way to undo this immutability. Handles cannot be used by shaders until they are resident. This method can be called multiple times to move a texture in and out of residency:: >> texture.get_handle(resident=False) 4294969856 >> texture.get_handle(resident=True) 4294969856 Ths same handle is returned if the handle already exists. .. note:: Limitations from the OpenGL wiki The amount of storage available for resident images/textures may be less than the total storage for textures that is available. As such, you should attempt to minimize the time a texture spends being resident. Do not attempt to take steps like making textures resident/un-resident every frame or something. But if you are finished using a texture for some time, make it un-resident. Args: resident: Make the texture resident. """ handle = gl.glGetTextureHandleARB(self._glo) is_resident = gl.glIsTextureHandleResidentARB(handle) # Ensure we don't try to make a resident texture resident again if resident: if not is_resident: gl.glMakeTextureHandleResidentARB(handle) else: if is_resident: gl.glMakeTextureHandleNonResidentARB(handle) return handle
def __repr__(self) -> str: return "<TextureArray glo={} size={}x{}x{} components={}>".format( self._glo.value, self._width, self._layers, self._height, self._components )