daily update on 20240315 by nitload youmu

This commit is contained in:
YoumuLiu
2024-03-16 03:09:00 +08:00
parent a770bbe685
commit 15bf989285
84 changed files with 1064 additions and 1981 deletions
@@ -1,13 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics
{
public unsafe partial class Form
{
}
}
+2 -10
View File
@@ -42,13 +42,7 @@ namespace StgSharp.Graphics
void IglFunc.AlignFrame(Form form)
{
if (form.timer.alignSign.byte0 > 0)
{
throw new InvalidOperationException();
}
form.timer.alignSign.byte0++;
form.timer.WaitNextFrame();
throw refreshSIgnal;
throw new NotImplementedException();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -337,11 +331,9 @@ namespace StgSharp.Graphics
api->glViewport(x, y, width, height);
}
void IglFunc.frameworkHandleEnqueue(System.IntPtr handle, params StgSharp.Math.M128[] param)
void IglFunc.frameworkHandleEnqueue(System.IntPtr handle, params M128[] param)
{
throw new InvalidOperationException();
}
bool IglFunc.FrameCanUpdate => true;
}
}
+70 -90
View File
@@ -15,10 +15,10 @@ namespace StgSharp.Graphics
{
internal unsafe partial class GLonUpdate : IglFunc
{
private static FrameOperationBuffer frameOpBuffer;
private GLcontext* api;
private IntPtr SwapBufferPtr = (IntPtr)(delegate*<IntPtr, void>)&InternalIO.glfwSwapBuffers;
private glSHandle unupdatedFrame = glSHandle.Alloc(0);
private FrameOperationBuffer frameOpBuffer;
internal GLonUpdate(GLcontext* context)
{
@@ -42,8 +42,8 @@ namespace StgSharp.Graphics
void IglFunc.ActiveTexture(uint type)
{
frameOpBuffer.Enqueue(type);
frameOpBuffer.Enqueue(ActiveTexturePtr);
frameOpBuffer.ParamEnqueue(type);
frameOpBuffer.MethodEnqueue(ActiveTexturePtr);
}
void IglFunc.AfterAlign(Form form, Action action)
@@ -59,8 +59,8 @@ namespace StgSharp.Graphics
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.AttachShader(glHandle program, glHandle shader)
{
frameOpBuffer.Enqueue(program, shader);
frameOpBuffer.Enqueue(AttachShaderPtr);
frameOpBuffer.ParamEnqueue(program, shader);
frameOpBuffer.MethodEnqueue(AttachShaderPtr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -69,8 +69,8 @@ namespace StgSharp.Graphics
M128 m = default;
m.Write<uint>(0, (uint)bufferType);
m.Write<ulong>(1, (ulong)handle.valuePtr);
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue(BindBufferPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(BindBufferPtr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -79,49 +79,49 @@ namespace StgSharp.Graphics
M128 m = default;
m.Write<uint>(0, (uint)type);
m.Write<ulong>(1, (ulong)texture.valuePtr);
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue(BindTexturePtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(BindTexturePtr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.BindVertexArray(glHandle index)
{
frameOpBuffer.Enqueue(index);
frameOpBuffer.Enqueue(BindVertexArrayPtr);
frameOpBuffer.ParamEnqueue(index);
frameOpBuffer.MethodEnqueue(BindVertexArrayPtr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.Clear(MaskBufferBit mask)
{
frameOpBuffer.Enqueue((int)mask);
frameOpBuffer.Enqueue(ClearPtr);
frameOpBuffer.ParamEnqueue((int)mask);
frameOpBuffer.MethodEnqueue(ClearPtr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.ClearColor(float R, float G, float B, float A)
{
frameOpBuffer.Enqueue(R, G, B, A);
frameOpBuffer.Enqueue(ClearColorPtr);
frameOpBuffer.ParamEnqueue(R, G, B, A);
frameOpBuffer.MethodEnqueue(ClearColorPtr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.ClearGraphicError()
{
frameOpBuffer.Enqueue(ClearGraphicErrorPtr);
frameOpBuffer.MethodEnqueue(ClearGraphicErrorPtr);
}
unsafe void IglFunc.CompileShader(glHandle shaderhandle)
{
frameOpBuffer.Enqueue((IntPtr)shaderhandle.valuePtr);
frameOpBuffer.Enqueue(CompileShaderPtr);
frameOpBuffer.ParamEnqueue((IntPtr)shaderhandle.valuePtr);
frameOpBuffer.MethodEnqueue(CompileShaderPtr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
glHandle IglFunc.CreateProgram()
{
glHandle h = glHandle.Alloc(1);
frameOpBuffer.Enqueue(h);
frameOpBuffer.Enqueue(CreateProgramPtr);
frameOpBuffer.ParamEnqueue(h);
frameOpBuffer.MethodEnqueue(CreateProgramPtr);
return h;
}
@@ -132,8 +132,8 @@ namespace StgSharp.Graphics
glHandleSet h = new glHandleSet(count);
m.Write<ulong>(0, (ulong)h.handle);
m.Write<int>(2, count);
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue(CreateProgramSetPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(CreateProgramSetPtr);
return h;
}
@@ -144,8 +144,8 @@ namespace StgSharp.Graphics
m.Write<int>(0, count);
m.Write<uint>(1, (uint)type);
m.Write<ulong>(1, (ulong)ret.handle);
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue(CreateShaderPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(CreateShaderPtr);
return ret;
}
@@ -178,8 +178,8 @@ namespace StgSharp.Graphics
glHandle IglFunc.CreatGraphicProgram()
{
glHandle h = glHandle.Alloc(1);
frameOpBuffer.Enqueue(h);
frameOpBuffer.Enqueue(CreateProgramPtr);
frameOpBuffer.ParamEnqueue(h);
frameOpBuffer.MethodEnqueue(CreateProgramPtr);
return h;
}
@@ -189,8 +189,8 @@ namespace StgSharp.Graphics
M128 m = default;
m.Write<ulong>(0, (ulong)handle.valuePtr);
m.Write(2, 1);
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue(DeleBufferPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(DeleBufferPtr);
}
unsafe void IglFunc.DeleteBuffers(glHandleSet handle)
@@ -198,16 +198,16 @@ namespace StgSharp.Graphics
M128 m = default;
m.Write<ulong>(0, (ulong)handle.handle);
m.Write<uint>(2, (uint)handle.length);
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue(DeleBufferPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(DeleBufferPtr);
}
unsafe void IglFunc.DeleteVertexArrays(glHandleSet arrays)
{
M128 m = default; m.Write<ulong>(1, (ulong)arrays.handle);
m.Write<int>(0, arrays.length);
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue(DeleteVertexArrayPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(DeleteVertexArrayPtr);
}
void IglFunc.DrawElements(GepmetryType mode, uint count, TypeCode type, IntPtr ptr)
@@ -234,17 +234,17 @@ namespace StgSharp.Graphics
LogType.Error);
return;
}
frameOpBuffer.Enqueue((uint)mode, count, a);
frameOpBuffer.Enqueue(ptr);
frameOpBuffer.Enqueue(DrawElementsPtr);
frameOpBuffer.ParamEnqueue((uint)mode, count, a);
frameOpBuffer.ParamEnqueue(ptr);
frameOpBuffer.MethodEnqueue(DrawElementsPtr);
}
unsafe glHandleSet IglFunc.GenBuffers(int count)
{
glHandleSet h = new glHandleSet(count);
M128 m = default; m.Write<uint>(2, (uint)count); m.Write<ulong>(0, (ulong)h.handle);
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue(GenBufferPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(GenBufferPtr);
return h;
}
@@ -252,8 +252,8 @@ namespace StgSharp.Graphics
{
glHandleSet h = new glHandleSet(count);
M128 m = default; m.Write<uint>(2, (uint)count); m.Write<ulong>(0, (ulong)h.handle);
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue(GenTexturesPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(GenTexturesPtr);
return h;
}
@@ -261,8 +261,8 @@ namespace StgSharp.Graphics
{
glHandleSet h = new glHandleSet(count);
M128 m = default; m.Write<uint>(2, (uint)count); m.Write<ulong>(0, (ulong)h.handle);
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue(GenTexturesPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(GenTexturesPtr);
return h;
}
@@ -273,9 +273,9 @@ namespace StgSharp.Graphics
M128 m = default;
m.Write<ulong>(0, (ulong)program.Handle);
m.Write<ulong>(1, (ulong)GCHandle.Alloc(Encoding.UTF8.GetBytes(ptr), GCHandleType.Pinned).AddrOfPinnedObject());
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue((IntPtr)h.valuePtr);
frameOpBuffer.Enqueue(GetUniformLocationPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.ParamEnqueue((IntPtr)h.valuePtr);
frameOpBuffer.MethodEnqueue(GetUniformLocationPtr);
return h;
}
@@ -296,9 +296,9 @@ namespace StgSharp.Graphics
void IglFunc.LoadShaderSource(glHandle shaderHandle, string codeStream)
{
frameOpBuffer.Enqueue(shaderHandle);
frameOpBuffer.Enqueue(codeStream);
frameOpBuffer.Enqueue(ShaderSourcePtr);
frameOpBuffer.ParamEnqueue(shaderHandle);
frameOpBuffer.ParamEnqueue(codeStream);
frameOpBuffer.MethodEnqueue(ShaderSourcePtr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -313,40 +313,38 @@ namespace StgSharp.Graphics
void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
{
frameOpBuffer.Enqueue((uint)bufferType, (uint)usage);
frameOpBuffer.Enqueue((IntPtr)sizeof(T));
frameOpBuffer.Enqueue<T>(new T[] { bufferData });
frameOpBuffer.Enqueue(BufferDataPtr);
frameOpBuffer.ParamEnqueue((uint)bufferType, (uint)usage);
frameOpBuffer.ParamEnqueue((IntPtr)sizeof(T));
frameOpBuffer.ParamEnqueue<T>(new T[] { bufferData });
frameOpBuffer.MethodEnqueue(BufferDataPtr);
}
void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
{
frameOpBuffer.Enqueue((uint)bufferType, (uint)usage);
frameOpBuffer.Enqueue((IntPtr)(Marshal.SizeOf<T>() * bufferArray.Length));
frameOpBuffer.Enqueue<T>(bufferArray);
frameOpBuffer.Enqueue(BufferDataPtr);
frameOpBuffer.ParamEnqueue((uint)bufferType, (uint)usage);
frameOpBuffer.ParamEnqueue((IntPtr)(Marshal.SizeOf<T>() * bufferArray.Length));
frameOpBuffer.ParamEnqueue<T>(bufferArray);
frameOpBuffer.MethodEnqueue(BufferDataPtr);
}
void IglFunc.SetVertexAttribute(uint index, int size, TypeCode t, bool normalized, uint stride, int pointer)
{
uint type = InternalIO.GLtype[t];
frameOpBuffer.Enqueue(index, type, stride);
frameOpBuffer.Enqueue(size, normalized ? 1 : 0, pointer);
frameOpBuffer.Enqueue(SetVertexArrayPtr);
frameOpBuffer.ParamEnqueue(index, type, stride);
frameOpBuffer.ParamEnqueue(size, normalized ? 1 : 0, pointer);
frameOpBuffer.MethodEnqueue(SetVertexArrayPtr);
}
//TODO:双线程,换运行环境
void IglFunc.SwitchContext()
{
frameOpBuffer.context = api;
}
unsafe void IglFunc.TextureImage2d<T>(int target, int level, uint internalformat, uint width, uint height, uint format, uint type, glHandle pixels)
{
frameOpBuffer.Enqueue(pixels);
frameOpBuffer.Enqueue((uint)level, internalformat, width, height);
frameOpBuffer.Enqueue((uint)target, format, type);
frameOpBuffer.Enqueue(textureImage2dPtr);
frameOpBuffer.ParamEnqueue(pixels);
frameOpBuffer.ParamEnqueue((uint)level, internalformat, width, height);
frameOpBuffer.ParamEnqueue((uint)target, format, type);
frameOpBuffer.MethodEnqueue(textureImage2dPtr);
}
void IglFunc.TextureParameter(int target, uint pname, int param)
@@ -355,21 +353,21 @@ namespace StgSharp.Graphics
m.Write<int>(0, target);
m.Write<uint>(2, pname);
m.Write<int>(3, param);
frameOpBuffer.Enqueue(m);
frameOpBuffer.Enqueue(TextureParameterPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(TextureParameterPtr);
}
void IglFunc.UseProgram(glHandle program)
{
frameOpBuffer.Enqueue((IntPtr)program.valuePtr);
frameOpBuffer.Enqueue(UseProgramPtr);
frameOpBuffer.ParamEnqueue((IntPtr)program.valuePtr);
frameOpBuffer.MethodEnqueue(UseProgramPtr);
}
void IglFunc.Viewport(int x, int y, uint width, uint height)
{
Vec4d v = new Vec4d(x, y, (int)width, (int)height);
frameOpBuffer.Enqueue(v);
frameOpBuffer.Enqueue(ViewPortPtr);
frameOpBuffer.ParamEnqueue(v);
frameOpBuffer.MethodEnqueue(ViewPortPtr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -377,27 +375,9 @@ namespace StgSharp.Graphics
{
foreach (M128 item in param)
{
frameOpBuffer.Enqueue(item);
}
frameOpBuffer.Enqueue(methodHandle);
}
bool IglFunc.FrameCanUpdate
{
get
{
if (unupdatedFrame.DirectValue > 5)
{
return false;
}
else
{
*unupdatedFrame.valuePtr += 1;
frameOpBuffer.Enqueue((IntPtr)unupdatedFrame.valuePtr);
frameOpBuffer.Enqueue(CanUpdatePtr);
return true;
}
frameOpBuffer.ParamEnqueue(item);
}
frameOpBuffer.ParamEnqueue(methodHandle);
}
}
}
@@ -16,253 +16,253 @@ namespace StgSharp.Graphics
{
internal unsafe partial class GLonUpdate : IglFunc
{
private IntPtr ActiveTexturePtr = (IntPtr)(delegate*<void>)&InternalActiveTexture;
private IntPtr AttachShaderPtr = (IntPtr)(delegate*<void>)&InternalAttachShader;
private IntPtr BindBufferPtr = (IntPtr)(delegate*<void>)&InternalBindBuffer;
private IntPtr BindTexturePtr = (IntPtr)(delegate*<void>)&InternalBindTexture;
private IntPtr BindVertexArrayPtr = (IntPtr)(delegate*<void>)&InternalBindVertexArray;
private IntPtr BufferDataPtr = (IntPtr)(delegate*<void>)&InternalSetBufferData;
private IntPtr CanUpdatePtr = (IntPtr)(delegate*<void>)&InternalFrameCanUpdate;
private IntPtr ClearColorPtr = (IntPtr)(delegate*<void>)&InternalClearColor;
private IntPtr ClearGraphicErrorPtr = (IntPtr)(delegate*<void>)&InternalClearGraphicError;
private IntPtr ClearPtr = (IntPtr)(delegate*<void>)&InternalClear;
private IntPtr CompileShaderPtr = (IntPtr)(delegate*<void>)&InternalCompileShader;
private IntPtr CreateProgramPtr = (IntPtr)(delegate*<void>)&InternalCreateProgram;
private IntPtr CreateProgramSetPtr = (IntPtr)(delegate*<void>)&InternalCreateProgramSet;
private IntPtr CreateShaderPtr = (IntPtr)(delegate*<void>)&InternalCreateShader;
private IntPtr DeleBufferPtr = (IntPtr)(delegate*<void>)&InternalDeleteBuffer;
private IntPtr DeleteVertexArrayPtr = (IntPtr)(delegate*<void>)&InternalDeleteVertexArrays;
private IntPtr DrawElementsPtr = (IntPtr)(delegate*<void>)&InternalDrawElements;
private IntPtr GenBufferPtr = (IntPtr)(delegate*<void>)&InternalGenBuffers;
private IntPtr GenTexturesPtr = (IntPtr)(delegate*<void>)&InternalGenTextures;
private IntPtr GenVertexArraysPtr = (IntPtr)(delegate*<void>)&InternalGenVertexArrays;
private IntPtr GetUniformLocationPtr = (IntPtr)(delegate*<void>)&InternalGetUniformLocation;
private IntPtr SetVertexArrayPtr = (IntPtr)(delegate*<void>)&InternalSetVertexAttribute;
private IntPtr ShaderSourcePtr = (IntPtr)(delegate*<void>)&InternalShaderSource;
private IntPtr textureImage2dPtr = (IntPtr)(delegate*<void>)&InternalTextureImage2d;
private IntPtr TextureParameterPtr = (IntPtr)(delegate*<void>)&InternalTextureParameter;
private IntPtr UseProgramPtr = (IntPtr)(delegate*<void>)&InternalUseProgram;
private IntPtr ViewPortPtr = (IntPtr)(delegate*<void>)&InternalViewport;
private IntPtr ActiveTexturePtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalActiveTexture;
private IntPtr AttachShaderPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalAttachShader;
private IntPtr BindBufferPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalBindBuffer;
private IntPtr BindTexturePtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalBindTexture;
private IntPtr BindVertexArrayPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalBindVertexArray;
private IntPtr BufferDataPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalSetBufferData;
private IntPtr CanUpdatePtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalFrameCanUpdate;
private IntPtr ClearColorPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalClearColor;
private IntPtr ClearGraphicErrorPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalClearGraphicError;
private IntPtr ClearPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalClear;
private IntPtr CompileShaderPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCompileShader;
private IntPtr CreateProgramPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCreateProgram;
private IntPtr CreateProgramSetPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCreateProgramSet;
private IntPtr CreateShaderPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCreateShader;
private IntPtr DeleBufferPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalDeleteBuffer;
private IntPtr DeleteVertexArrayPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalDeleteVertexArrays;
private IntPtr DrawElementsPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalDrawElements;
private IntPtr GenBufferPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalGenBuffers;
private IntPtr GenTexturesPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalGenTextures;
private IntPtr GenVertexArraysPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalGenVertexArrays;
private IntPtr GetUniformLocationPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalGetUniformLocation;
private IntPtr SetVertexArrayPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalSetVertexAttribute;
private IntPtr ShaderSourcePtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalShaderSource;
private IntPtr textureImage2dPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalTextureImage2d;
private IntPtr TextureParameterPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalTextureParameter;
private IntPtr UseProgramPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalUseProgram;
private IntPtr ViewPortPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalViewport;
private static void InternalActiveTexture()
private static void InternalActiveTexture(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint t;
paramQueue.TryDequeue(out t);
paramQueue.context->glActiveTexture(t);
frameBuffer.TryDequeue(out t);
activatedContext->glActiveTexture(t);
}
private static void InternalAttachShader()
private static void InternalAttachShader(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint p, s;
paramQueue.TryDequeue(out p, out s);
paramQueue.context->glAttachShader(p, s);
frameBuffer.TryDequeue(out p, out s);
activatedContext->glAttachShader(p, s);
}
private static void InternalBindBuffer()
private static void InternalBindBuffer(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = new M128();
paramQueue.TryDequeue(out m);
frameBuffer.TryDequeue(out m);
uint usage = m.Read<uint>(0);
uint handle = *(uint*)m.Read<ulong>(1);
paramQueue.context->glBindBuffer(usage, handle);
activatedContext->glBindBuffer(usage, handle);
}
private static void InternalBindTexture()
private static void InternalBindTexture(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glBindTexture(
frameBuffer.TryDequeue(out m);
activatedContext->glBindTexture(
m.Read<uint>(0),
*(uint*)m.Read<ulong>(1)
);
}
private static void InternalBindVertexArray()
private static void InternalBindVertexArray(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr i;
paramQueue.TryDequeue(out i);
paramQueue.context->glBindVertexArray(*(uint*)i);
frameBuffer.TryDequeue(out i);
activatedContext->glBindVertexArray(*(uint*)i);
}
private static void InternalClear()
private static void InternalClear(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint mt;
paramQueue.TryDequeue(out mt);
paramQueue.context->glClear(mt);
frameBuffer.TryDequeue(out mt);
activatedContext->glClear(mt);
}
private static void InternalClearColor()
private static void InternalClearColor(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
float r, g, b, a;
paramQueue.TryDequeue(out r, out g, out b, out a);
paramQueue.context->glClearColor(r, g, b, a);
frameBuffer.TryDequeue(out r, out g, out b, out a);
activatedContext->glClearColor(r, g, b, a);
}
private static void InternalClearGraphicError()
private static void InternalClearGraphicError(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
while (paramQueue.context->glGetError() != 0) { }
while (activatedContext->glGetError() != 0) { }
}
private static unsafe void InternalCompileShader()
private static unsafe void InternalCompileShader(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr handle = default;
paramQueue.TryDequeue(out handle);
paramQueue.context->glCompileShader(*(uint*)handle);
frameBuffer.TryDequeue(out handle);
activatedContext->glCompileShader(*(uint*)handle);
}
private static void InternalCreateProgram()
private static void InternalCreateProgram(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr programHandle = default;
paramQueue.TryDequeue(out programHandle);
*(uint*)programHandle = paramQueue.context->glCreateProgram();
frameBuffer.TryDequeue(out programHandle);
*(uint*)programHandle = activatedContext->glCreateProgram();
}
private static void InternalCreateProgramSet()
private static void InternalCreateProgramSet(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint* programHandle;
M128 m = default;
paramQueue.TryDequeue(out m);
frameBuffer.TryDequeue(out m);
programHandle = (uint*)m.Read<ulong>(0);
for (int i = 0; i < m.Read<int>(2); i++)
{
*(programHandle + i) = paramQueue.context->glCreateProgram();
*(programHandle + i) = activatedContext->glCreateProgram();
}
}
private static unsafe void InternalCreateShader()
private static unsafe void InternalCreateShader(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
frameBuffer.TryDequeue(out m);
int count = m.Read<int>(0); uint type = m.Read<uint>(1); uint* handle = (uint*)m.Read<ulong>(1);
for (int i = 0; i < count; i++)
{
*(handle + i) = paramQueue.context->glCreateShader(type);
*(handle + i) = activatedContext->glCreateShader(type);
}
}
private static void InternalDeleteBuffer()
private static void InternalDeleteBuffer(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glDeleteBuffers(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
frameBuffer.TryDequeue(out m);
activatedContext->glDeleteBuffers(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
for (int i = 0; i < m.Read<uint>(2); i++)
{
*((uint*)m.Read<ulong>(0) + i) = 0;
}
}
private static void InternalDeleteVertexArrays()
private static void InternalDeleteVertexArrays(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glDeleteVertexArrays((uint)m.Read<int>(0), (uint*)m.Read<ulong>(0));
frameBuffer.TryDequeue(out m);
activatedContext->glDeleteVertexArrays((uint)m.Read<int>(0), (uint*)m.Read<ulong>(0));
}
private static void InternalDrawElements()
private static void InternalDrawElements(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint mode, count, type;
IntPtr ptr;
paramQueue.TryDequeue(out mode, out count, out type);
paramQueue.TryDequeue(out ptr);
paramQueue.context->glDrawElements(mode, count, type, (void*)ptr);
frameBuffer.TryDequeue(out mode, out count, out type);
frameBuffer.TryDequeue(out ptr);
activatedContext->glDrawElements(mode, count, type, (void*)ptr);
}
private static void InternalFrameCanUpdate()
private static void InternalFrameCanUpdate(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr ptr;
paramQueue.TryDequeue(out ptr);
frameBuffer.TryDequeue(out ptr);
Interlocked.Add(ref *(int*)ptr, -1);
}
private static void InternalGenBuffers()
private static void InternalGenBuffers(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glGenBuffers(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
frameBuffer.TryDequeue(out m);
activatedContext->glGenBuffers(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
}
private static void InternalGenTextures()
private static void InternalGenTextures(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glGenTextures(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
frameBuffer.TryDequeue(out m);
activatedContext->glGenTextures(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
}
private static void InternalGenVertexArrays()
private static void InternalGenVertexArrays(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glGenVertexArrays(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
frameBuffer.TryDequeue(out m);
activatedContext->glGenVertexArrays(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
}
private static void InternalGetUniformLocation()
private static void InternalGetUniformLocation(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr programHandle = default, nameHandle = default, targetHandle = default;
paramQueue.TryDequeue(out programHandle, out nameHandle);
paramQueue.TryDequeue(out targetHandle);
*(int*)targetHandle = paramQueue.context->glGetUniformLocation(*(uint*)programHandle, (byte*)nameHandle);
frameBuffer.TryDequeue(out programHandle, out nameHandle);
frameBuffer.TryDequeue(out targetHandle);
*(int*)targetHandle = activatedContext->glGetUniformLocation(*(uint*)programHandle, (byte*)nameHandle);
}
private static void InternalSetBufferData()
private static void InternalSetBufferData(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint type = 0, use = 0;
IntPtr size = default;
glArrayHandle array = default;
paramQueue.TryDequeue(out type, out use);
paramQueue.TryDequeue(out size);
paramQueue.TryDequeue(out array);
paramQueue.context->glBufferData(type, size, array.AddressOfArray(), use);
frameBuffer.TryDequeue(out type, out use);
frameBuffer.TryDequeue(out size);
frameBuffer.TryDequeue(out array);
activatedContext->glBufferData(type, size, array.AddressOfArray(), use);
}
private static void InternalSetVertexAttribute()
private static void InternalSetVertexAttribute(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint index, type, stride;
int size, normalized, pointer;
paramQueue.TryDequeue(out index, out type, out stride);
paramQueue.TryDequeue(out size, out normalized, out pointer);
paramQueue.context->glVertexAttribPointer(index, size, type, normalized, stride, (void*)pointer);
paramQueue.context->glEnableVertexAttribArray(index);
frameBuffer.TryDequeue(out index, out type, out stride);
frameBuffer.TryDequeue(out size, out normalized, out pointer);
activatedContext->glVertexAttribPointer(index, size, type, normalized, stride, (void*)pointer);
activatedContext->glEnableVertexAttribArray(index);
}
private static unsafe void InternalShaderSource()
private static unsafe void InternalShaderSource(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr handle = default;
glArrayHandle stream = default;
paramQueue.TryDequeue(out handle);
paramQueue.TryDequeue(out stream);
frameBuffer.TryDequeue(out handle);
frameBuffer.TryDequeue(out stream);
IntPtr buffer = stream.AddressOfArray();
paramQueue.context->glShaderSource(*(uint*)handle, 1, (byte**)&buffer, (void*)0);
activatedContext->glShaderSource(*(uint*)handle, 1, (byte**)&buffer, (void*)0);
}
private static void InternalTextureImage2d()
private static void InternalTextureImage2d(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr pix = IntPtr.Zero;
uint target, level, internalFormat, width, height, format, type;
paramQueue.TryDequeue(out pix);
paramQueue.TryDequeue(out level, out internalFormat, out width, out height);
paramQueue.TryDequeue(out target, out format, out type);
paramQueue.context->glTexImage2D(target, (int)level, internalFormat, width, height, 0, format, type, (void*)pix);
frameBuffer.TryDequeue(out pix);
frameBuffer.TryDequeue(out level, out internalFormat, out width, out height);
frameBuffer.TryDequeue(out target, out format, out type);
activatedContext->glTexImage2D(target, (int)level, internalFormat, width, height, 0, format, type, (void*)pix);
}
private static void InternalTextureParameter()
private static void InternalTextureParameter(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glTextureParameteri(m.Read<uint>(0), m.Read<uint>(2), m.Read<int>(3));
frameBuffer.TryDequeue(out m);
activatedContext->glTextureParameteri(m.Read<uint>(0), m.Read<uint>(2), m.Read<int>(3));
}
private static void InternalUseProgram()
private static void InternalUseProgram(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr handle = IntPtr.Zero;
paramQueue.TryDequeue(out handle);
paramQueue.context->glUseProgram(*(uint*)handle);
frameBuffer.TryDequeue(out handle);
activatedContext->glUseProgram(*(uint*)handle);
}
private static void InternalViewport()
private static void InternalViewport(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glViewport(m.Read<int>(0), m.Read<int>(1), m.Read<uint>(2), m.Read<uint>(3));
frameBuffer.TryDequeue(out m);
activatedContext->glViewport(m.Read<int>(0), m.Read<int>(1), m.Read<uint>(2), m.Read<uint>(3));
}
private void InternalMakeContexCurrent(Form form)
@@ -20,7 +20,6 @@ namespace StgSharp.Graphics
return new ElementBuffer(count, this.gl);
}
/// <summary>
/// Create a set of <see cref="VertexArray"/>.
/// </summary>
@@ -53,6 +52,5 @@ namespace StgSharp.Graphics
{
return new VertexBuffer(count, gl);
}
}
}
}
@@ -36,20 +36,23 @@ namespace StgSharp.Graphics.GL.ShaderEdit
{
if (inputParams.Length != function.ParameterCount)
{
// Param list length not equal
throw new ArgumentException("Provided parameters does not match function's parameter list.");
}
if (!ShaderParameter.IsSameType(outPut, function.outPut))
{
// Type of returning value not qual
throw new Exception("Provided parameters does not match function's parameter list.");
}
for (int i = 0; i < inputParams.Length; i++)
{
if (!ShaderParameter.IsSameType(function.inputList[i], inputParams[i]))
{
// Input type not match
throw new Exception("Provided parameters does not match function's parameter list.");
}
}
string codeLine = "";
string codeLine = ""; // adding a line like " outvalue = Func(input1, input2,...); "
if (outPut != ShaderParameter.Void)
{
codeLine += $"{outPut.name} = ";
@@ -135,18 +135,18 @@ namespace StgSharp.Graphics
internal unsafe partial class GLonUpdate
{
private IntPtr UniformVal1fPtr = (IntPtr)(delegate*<void>)&UniformVal1f;
private IntPtr UniformVal1fvPtr = (IntPtr)(delegate*<void>)&UniformVal1fv;
private IntPtr UniformVal1iPtr = (IntPtr)(delegate*<void>)&UniformVal1i;
private IntPtr UniformVal2fPtr = (IntPtr)(delegate*<void>)&UniformVal2f;
private IntPtr UniformVal3fPtr = (IntPtr)(delegate*<void>)&UniformVal3f;
private IntPtr UniformVal4fPtr = (IntPtr)(delegate*<void>)&UniformVal4f;
private IntPtr UniformVal1fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1f;
private IntPtr UniformVal1fvPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1fv;
private IntPtr UniformVal1iPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1i;
private IntPtr UniformVal2fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal2f;
private IntPtr UniformVal3fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal3f;
private IntPtr UniformVal4fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal4f;
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float f0, float f1, float f2)
{
paramQueue.Enqueue((IntPtr)uniform.id.valuePtr);
paramQueue.Enqueue(f0, f1, f2);
glActionQueue.Enqueue(UniformVal3fPtr);
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
frameOpBuffer.ParamEnqueue(f0, f1, f2);
frameOpBuffer.MethodEnqueue(UniformVal3fPtr);
}
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float f0, float f1)
@@ -155,22 +155,22 @@ namespace StgSharp.Graphics
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
m.Write<float>(2, f0);
m.Write<float>(3, f1);
paramQueue.Enqueue(m);
glActionQueue.Enqueue(UniformVal2fPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(UniformVal2fPtr);
}
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float f0, float f1, float f2, float f3)
{
paramQueue.Enqueue((IntPtr)uniform.id.valuePtr);
paramQueue.Enqueue(f0, f1, f2, f3);
glActionQueue.Enqueue(UniformVal4fPtr);
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
frameOpBuffer.ParamEnqueue(f0, f1, f2, f3);
frameOpBuffer.MethodEnqueue(UniformVal4fPtr);
}
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
Vec4d m = vec;
paramQueue.Enqueue((IntPtr)uniform.id.valuePtr, (IntPtr)(Vec4d*)&m);
glActionQueue.Enqueue(UniformVal1fvPtr);
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
frameOpBuffer.ParamEnqueue(vec);
frameOpBuffer.MethodEnqueue(UniformVal1fvPtr);
}
unsafe void IglFunc.SetValue(Uniform<float> uniform, float f0)
@@ -178,8 +178,8 @@ namespace StgSharp.Graphics
M128 m = default;
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
m.Write<float>(2, f0);
paramQueue.Enqueue(m);
glActionQueue.Enqueue(UniformVal1fPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(UniformVal1fPtr);
}
unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
@@ -187,61 +187,62 @@ namespace StgSharp.Graphics
M128 m = default;
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
m.Write<int>(2, i0);
paramQueue.Enqueue(m);
glActionQueue.Enqueue(UniformVal1fPtr);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(UniformVal1fPtr);
}
unsafe void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
Vec4d m = vec;
paramQueue.Enqueue((IntPtr)uniform.id.valuePtr, (IntPtr)(Vec4d*)&m);
glActionQueue.Enqueue(UniformVal1fvPtr);
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr, (IntPtr)(Vec4d*)&m);
frameOpBuffer.MethodEnqueue(UniformVal1fvPtr);
}
private static void UniformVal1f()
private static void UniformVal1f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform1f(*(int*)m.Read<ulong>(0), m.Read<uint>(2));
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform1f(*(int*)m.Read<ulong>(0), m.Read<uint>(2));
}
private static unsafe void UniformVal1fv()
private static unsafe void UniformVal1fv(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default, v = default;
frameOpBuffer.TryDequeue(out m);
frameOpBuffer.TryDequeue(out v);
activatedContext->glUniform1fv(*(int*)m.Read<ulong>(0), 4, (Vec4d*)&v);
}
private static void UniformVal1i(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform1fv(*(int*)m.Read<ulong>(0), 4, (Vec4d*)&m.vec);
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform1i(*(int*)m.Read<ulong>(0), m.Read<int>(2));
}
private static void UniformVal1i()
private static void UniformVal2f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform1i(*(int*)m.Read<ulong>(0), m.Read<int>(2));
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform2f(*(int*)m.Read<ulong>(0), m.Read<float>(2), m.Read<float>(3));
}
private static void UniformVal2f()
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform2f(*(int*)m.Read<ulong>(0), m.Read<float>(2), m.Read<float>(3));
}
private static void UniformVal3f()
private static void UniformVal3f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
IntPtr handle = IntPtr.Zero;
M128 m = default;
paramQueue.TryDequeue(out handle);
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform3f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2));
frameOpBuffer.TryDequeue(out handle);
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform3f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2));
}
private static void UniformVal4f()
private static void UniformVal4f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
IntPtr handle = IntPtr.Zero;
M128 m = default;
paramQueue.TryDequeue(out handle);
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform4f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2), m.Read<float>(3));
frameOpBuffer.TryDequeue(out handle);
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform4f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2), m.Read<float>(3));
}
}
}
+21 -21
View File
@@ -31,13 +31,13 @@ namespace StgSharp.Graphics
/// <param name="loader">A delegate to get address of OprnGL api</param>
public static unsafe void LoadGLapi(this Form form, GLfuncLoader loader)
{
GLcontext* context = form.contextID;
GLcontext* context = (GLcontext*)form.graphicContextID;
if (loader == null)
{
loader = InternalIO.glfwGetProcAddress;
}
#pragma warning disable CS8909
if ((form.contextID->glGetString) != (delegate*<uint, IntPtr>)IntPtr.Zero)
if (((GLcontext*)form.graphicContextID)->glGetString != (delegate*<uint, IntPtr>)IntPtr.Zero)
#pragma warning restore CS8909
{
return;
@@ -75,25 +75,25 @@ namespace StgSharp.Graphics
{
#region load_core_gl
LoadGLcore10(form.contextID, loader);
LoadGLcore11(form.contextID, loader);
LoadGLcore12(form.contextID, loader);
LoadGLcore13(form.contextID, loader);
LoadGLcore14(form.contextID, loader);
LoadGLcore15(form.contextID, loader);
LoadGLcore20(form.contextID, loader);
LoadGLcore21(form.contextID, loader);
LoadGLcore30(form.contextID, loader);
LoadGLcore31(form.contextID, loader);
LoadGLcore32(form.contextID, loader);
LoadGLcore33(form.contextID, loader);
LoadGLcore40(form.contextID, loader);
LoadGLcore41(form.contextID, loader);
LoadGLcore42(form.contextID, loader);
LoadGLcore43(form.contextID, loader);
LoadGLcore44(form.contextID, loader);
LoadGLcore45(form.contextID, loader);
LoadGLcore46(form.contextID, loader);
LoadGLcore10((GLcontext*)form.graphicContextID, loader);
LoadGLcore11((GLcontext*)form.graphicContextID, loader);
LoadGLcore12((GLcontext*)form.graphicContextID, loader);
LoadGLcore13((GLcontext*)form.graphicContextID, loader);
LoadGLcore14((GLcontext*)form.graphicContextID, loader);
LoadGLcore15((GLcontext*)form.graphicContextID, loader);
LoadGLcore20((GLcontext*)form.graphicContextID, loader);
LoadGLcore21((GLcontext*)form.graphicContextID, loader);
LoadGLcore30((GLcontext*)form.graphicContextID, loader);
LoadGLcore31((GLcontext*)form.graphicContextID, loader);
LoadGLcore32((GLcontext*)form.graphicContextID, loader);
LoadGLcore33((GLcontext*)form.graphicContextID, loader);
LoadGLcore40((GLcontext*)form.graphicContextID, loader);
LoadGLcore41((GLcontext*)form.graphicContextID, loader);
LoadGLcore42((GLcontext*)form.graphicContextID, loader);
LoadGLcore43((GLcontext*)form.graphicContextID, loader);
LoadGLcore44((GLcontext*)form.graphicContextID, loader);
LoadGLcore45((GLcontext*)form.graphicContextID, loader);
LoadGLcore46((GLcontext*)form.graphicContextID, loader);
#endregion load_core_gl
}