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
@@ -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)