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
@@ -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));
}
}
}