daily update on 20231217 by nitload youmu
This commit is contained in:
@@ -14,7 +14,7 @@ namespace StgSharp.Graphics
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internal VertexArray(int n)
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{
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_bufferID = new uint[n];
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GL = glFunc;
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//GL = glFunc;
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fixed (uint* id = _bufferID)
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{
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GL.GenVertexArrays(n, id);
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@@ -17,11 +17,6 @@ namespace StgSharp.Graphics
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internal GLcontext glContext
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{
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get { return RenderBuffer.GL.api; }
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set
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{
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UpdateBuffer.GL.api = value;
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RenderBuffer.GL.api = value;
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}
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}
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}
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@@ -1,4 +1,5 @@
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using StgSharp.Math;
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using StgSharp.Logic;
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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@@ -10,6 +11,8 @@ namespace StgSharp.Graphics
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internal unsafe partial class GLonRender : IglFunc
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{
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FrameTimeoutException refreshSIgnal = new FrameTimeoutException();
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internal GLonRender(GLcontext context)
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{
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api = context;
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@@ -34,12 +37,9 @@ namespace StgSharp.Graphics
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{
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throw new InvalidOperationException();
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}
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form.timer.WaitNextFrame();
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form.timer.alignSign.byte0++;
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if (form.timer.)
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{
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}
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form.timer.WaitNextFrame();
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throw refreshSIgnal;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -10,6 +10,9 @@ namespace StgSharp.Graphics
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{
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internal class GLonTimeout : IglFunc
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{
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FrameTimeoutException refreshSIgnal = new FrameTimeoutException();
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FrameTimeoutException signal = new FrameTimeoutException("This frame is timeout");
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private static readonly GLonTimeout singleInstance
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= new GLonTimeout();
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@@ -22,202 +25,202 @@ namespace StgSharp.Graphics
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void IglFunc.ActiveTexture(uint type)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.AfterAlign(Form form, Action action)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.AlignFrame(Form form)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.AttachShader(uint program, uint shader)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.BindBuffer(BufferType bufferType, uint index)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.BindTexture(uint type, uint texture)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.BindVertexArray(uint index)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.Clear(MaskBufferBit mask)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.ClearColor(float R, float G, float B, float A)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.ClearGraphicError()
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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uint IglFunc.CompileShader(string shaderCode, ShaderType shaderType)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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uint IglFunc.CreateProgram()
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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uint IglFunc.CreatGraphicProgram()
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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unsafe void IglFunc.DeleteBuffers(int count, uint* ptr)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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unsafe void IglFunc.DeleteVertexArrays(int count, uint* ptr)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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unsafe void IglFunc.GenBuffers(int count, uint* ptr)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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unsafe void IglFunc.GenTextures(int count, uint* ptr)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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unsafe void IglFunc.GenVertexArrays(int count, uint* ptr)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.GetGraphicError()
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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unsafe int IglFunc.GetUniformLocation(uint program, byte* ptr)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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bool IglFunc.GetWindowShouldClose(Form form)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.MakeContexCurrent(Form form)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SetValue(Uniform<float> uniform, float v0)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SetValue(Uniform<int> uniform, int i0)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, int stride, int pointer)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.SwapBuffers(Form form)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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unsafe void IglFunc.TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.TextureParameter(uint target, uint pname, int param)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.UseProgram(uint program)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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void IglFunc.Viewport(int x, int y, int width, int height)
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{
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throw new FrameTimeoutException();
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throw signal;
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}
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}
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}
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@@ -1,4 +1,5 @@
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using StgSharp.Math;
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using StgSharp.Logic;
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -11,8 +12,13 @@ namespace StgSharp.Graphics
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{
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internal partial class GLonUpdate : IglFunc
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{
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internal GLcontext api;
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private FrameTimeoutException refreshSignal = new();
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internal readonly GLcontext api;
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internal GLonUpdate(GLcontext context)
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{
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api = context;
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}
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void IglFunc.ActiveTexture(uint type)
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{
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@@ -20,6 +26,22 @@ namespace StgSharp.Graphics
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}
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void IglFunc.AfterAlign(Form form, Action action)
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{
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throw new NotImplementedException();
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}
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void IglFunc.AlignFrame(Form form)
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{
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if (form.timer.alignSign.byte0 > 0)
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{
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throw new InvalidOperationException();
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}
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form.timer.alignSign.byte0++;
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form.timer.WaitNextFrame();
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throw refreshSignal;
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}
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void IglFunc.AttachShader(uint program, uint shader)
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{
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throw new NotImplementedException();
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