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Merge branch 'bugfix/texture_max_size'
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commit
7c63c5885e
@ -22,9 +22,6 @@ int main()
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sf::RenderWindow window(sf::VideoMode(800, 600), "SFML graphics with OpenGL", sf::Style::Default, contextSettings);
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window.setVerticalSyncEnabled(true);
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// Make it the active window for OpenGL calls
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window.setActive();
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// Create a sprite for the background
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sf::Texture backgroundTexture;
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if (!backgroundTexture.loadFromFile("resources/background.jpg"))
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@ -39,6 +36,13 @@ int main()
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text.setColor(sf::Color(255, 255, 255, 170));
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text.setPosition(250.f, 450.f);
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// Make the window the active target for OpenGL calls
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// Note: If using sf::Texture or sf::Shader with OpenGL,
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// be sure to call sf::Texture::getMaximumSize() and/or
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// sf::Shader::isAvailable() at least once before calling
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// setActive(), as those functions will cause a context switch
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window.setActive();
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// Load an OpenGL texture.
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// We could directly use a sf::Texture as an OpenGL texture (with its Bind() member function),
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// but here we want more control on it (generate mipmaps, ...) so we create a new one from an image
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@ -486,6 +486,9 @@ public :
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/// the shader features. If it returns false, then
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/// any attempt to use sf::Shader will fail.
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///
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/// Note: The first call to this function, whether by your
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/// code or SFML will result in a context switch.
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///
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/// \return True if shaders are supported, false otherwise
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///
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////////////////////////////////////////////////////////////
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@ -460,6 +460,9 @@ public :
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/// You can expect a value of 512 pixels for low-end graphics
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/// card, and up to 8192 pixels or more for newer hardware.
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///
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/// Note: The first call to this function, whether by your
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/// code or SFML will result in a context switch.
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///
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/// \return Maximum size allowed for textures, in pixels
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///
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////////////////////////////////////////////////////////////
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@ -31,6 +31,8 @@
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#include <SFML/Graphics/GLCheck.hpp>
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#include <SFML/Window/Context.hpp>
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#include <SFML/System/InputStream.hpp>
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#include <SFML/System/Mutex.hpp>
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#include <SFML/System/Lock.hpp>
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#include <SFML/System/Err.hpp>
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#include <fstream>
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#include <vector>
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@ -40,11 +42,25 @@
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namespace
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{
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sf::Mutex mutex;
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GLint checkMaxTextureUnits()
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{
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GLint maxUnits = 0;
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glCheck(glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &maxUnits));
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return maxUnits;
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}
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// Retrieve the maximum number of texture units available
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GLint getMaxTextureUnits()
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{
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GLint maxUnits = 0;
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glCheck(glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &maxUnits));
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// TODO: Remove this lock when it becomes unnecessary in C++11
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sf::Lock lock(mutex);
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static GLint maxUnits = checkMaxTextureUnits();
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return maxUnits;
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}
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@ -86,6 +102,24 @@ namespace
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buffer.push_back('\0');
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return success;
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}
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bool checkShadersAvailable()
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{
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// Create a temporary context in case the user checks
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// before a GlResource is created, thus initializing
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// the shared context
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sf::Context context;
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// Make sure that extensions are initialized
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sf::priv::ensureExtensionsInit();
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bool available = GLEW_ARB_shading_language_100 &&
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GLEW_ARB_shader_objects &&
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GLEW_ARB_vertex_shader &&
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GLEW_ARB_fragment_shader;
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return available;
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}
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}
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@ -378,7 +412,7 @@ void Shader::setParameter(const std::string& name, const Texture& texture)
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if (it == m_textures.end())
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{
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// New entry, make sure there are enough texture units
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static const GLint maxUnits = getMaxTextureUnits();
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GLint maxUnits = getMaxTextureUnits();
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if (m_textures.size() + 1 >= static_cast<std::size_t>(maxUnits))
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{
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err() << "Impossible to use texture \"" << name << "\" for shader: all available texture units are used" << std::endl;
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@ -438,27 +472,10 @@ void Shader::bind(const Shader* shader)
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////////////////////////////////////////////////////////////
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bool Shader::isAvailable()
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{
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static bool available = false;
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static bool checked = false;
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// TODO: Remove this lock when it becomes unnecessary in C++11
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Lock lock(mutex);
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// Make sure we only have to check once
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if (!checked)
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{
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// Create a temporary context in case the user checks
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// before a GlResource is created, thus initializing
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// the shared context
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Context context;
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// Make sure that extensions are initialized
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priv::ensureExtensionsInit();
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available = GLEW_ARB_shading_language_100 &&
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GLEW_ARB_shader_objects &&
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GLEW_ARB_vertex_shader &&
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GLEW_ARB_fragment_shader;
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checked = true;
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}
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static bool available = checkShadersAvailable();
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return available;
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}
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@ -603,7 +620,7 @@ int Shader::getParamLocation(const std::string& name)
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// Not in cache, request the location from OpenGL
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int location = glGetUniformLocationARB(m_shaderProgram, name.c_str());
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m_params.insert(std::make_pair(name, location));
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if (location == -1)
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err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
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@ -28,13 +28,12 @@
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#include <SFML/Graphics/Text.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/RenderTarget.hpp>
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#include <cassert>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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Text::Text() :
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Text::Text() :
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m_string (),
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m_font (NULL),
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m_characterSize (30),
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@ -42,14 +41,14 @@ m_style (Regular),
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m_color (255, 255, 255),
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m_vertices (Triangles),
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m_bounds (),
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m_geometryNeedUpdate(false)
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m_geometryNeedUpdate(false)
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{
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}
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////////////////////////////////////////////////////////////
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Text::Text(const String& string, const Font& font, unsigned int characterSize) :
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Text::Text(const String& string, const Font& font, unsigned int characterSize) :
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m_string (string),
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m_font (&font),
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m_characterSize (characterSize),
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@ -57,7 +56,7 @@ m_style (Regular),
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m_color (255, 255, 255),
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m_vertices (Triangles),
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m_bounds (),
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m_geometryNeedUpdate(true)
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m_geometryNeedUpdate(true)
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{
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}
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@ -29,6 +29,7 @@
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#include <SFML/Graphics/Image.hpp>
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#include <SFML/Graphics/GLCheck.hpp>
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#include <SFML/Graphics/TextureSaver.hpp>
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#include <SFML/Window/Context.hpp>
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#include <SFML/Window/Window.hpp>
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#include <SFML/System/Mutex.hpp>
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#include <SFML/System/Lock.hpp>
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@ -39,16 +40,31 @@
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namespace
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{
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sf::Mutex mutex;
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// Thread-safe unique identifier generator,
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// is used for states cache (see RenderTarget)
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sf::Uint64 getUniqueId()
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{
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static sf::Uint64 id = 1; // start at 1, zero is "no texture"
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static sf::Mutex mutex;
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sf::Lock lock(mutex);
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static sf::Uint64 id = 1; // start at 1, zero is "no texture"
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return id++;
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}
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unsigned int checkMaximumTextureSize()
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{
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// Create a temporary context in case the user queries
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// the size before a GlResource is created, thus
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// initializing the shared context
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sf::Context context;
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GLint size;
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glCheck(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size));
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return static_cast<unsigned int>(size);
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}
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}
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@ -522,12 +538,12 @@ void Texture::bind(const Texture* texture, CoordinateType coordinateType)
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////////////////////////////////////////////////////////////
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unsigned int Texture::getMaximumSize()
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{
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ensureGlContext();
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// TODO: Remove this lock when it becomes unnecessary in C++11
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Lock lock(mutex);
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GLint size;
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glCheck(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size));
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static unsigned int size = checkMaximumTextureSize();
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return static_cast<unsigned int>(size);
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return size;
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}
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@ -32,7 +32,6 @@
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#include <SFML/OpenGL.hpp>
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#include <set>
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#include <cstdlib>
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#include <cassert>
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#ifdef SFML_SYSTEM_IOS
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#include <OpenGLES/ES1/gl.h>
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#else
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