--- /dev/null
+#include <stdexcept>
+#include <msp/gl/extensions/arb_multitexture.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include "gl.h"
+#include "misc.h"
+#include "texture.h"
+#include "texunit.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+vector<TexUnit> TexUnit::units;
+TexUnit *TexUnit::cur_unit = 0;
+
+TexUnit::TexUnit():
+ texture(0),
+ sampler(0)
+{ }
+
+bool TexUnit::set_texture(const Texture *tex)
+{
+ bool result = (tex!=texture);
+ texture = tex;
+ return result;
+}
+
+bool TexUnit::set_sampler(const Sampler *samp)
+{
+ bool result = (samp!=sampler);
+ sampler = samp;
+ return result;
+}
+
+void TexUnit::bind()
+{
+ if(cur_unit!=this && (cur_unit || index))
+ glActiveTexture(GL_TEXTURE0+index);
+ cur_unit = this;
+}
+
+unsigned TexUnit::get_n_units()
+{
+ static int count = -1;
+ if(count<0)
+ {
+ if(ARB_vertex_shader)
+ count = get_i(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
+ else if(ARB_multitexture)
+ count = get_i(GL_MAX_TEXTURE_UNITS);
+ else
+ count = 1;
+ }
+ return count;
+}
+
+TexUnit &TexUnit::get_unit(unsigned n)
+{
+ if(n>0)
+ static Require _req(ARB_multitexture);
+ if(n>=get_n_units())
+ throw out_of_range("TexUnit::get_unit");
+
+ if(units.size()<=n)
+ {
+ unsigned i = units.size();
+ units.resize(n+1, TexUnit());
+ for(; i<units.size(); ++i)
+ units[i].index = i;
+ }
+
+ return units[n];
+}
+
+TexUnit &TexUnit::current()
+{
+ if(!cur_unit)
+ get_unit(0).bind();
+ return *cur_unit;
+}
+
+TexUnit *TexUnit::find_unit(const Texture *tex)
+{
+ for(vector<TexUnit>::iterator i=units.begin(); i!=units.end(); ++i)
+ if(i->texture==tex)
+ return &*i;
+ return 0;
+}
+
+} // namespace GL
+} // namespace Msp