daily update on 20250122 by nitload youmu, architect rearrange
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@@ -29,7 +29,7 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp;
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using StgSharp.Data;
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using StgSharp.Internal;
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using System;
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using System.Collections.Generic;
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@@ -86,8 +86,8 @@ namespace StgSharp.Graphics.OpenGL
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/// <summary>
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/// Attach one shader code to a shader program.
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/// </summary>
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/// <param name="target"> Shader program to attach </param>
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/// <param name="index"> Index of shader code in current shader code set. </param>
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/// <param _name="target"> Shader program to attach </param>
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/// <param _name="index"> Index of shader code in current shader code set. </param>
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void AttachTo( int index, ShaderProgram target )
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{
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@@ -160,7 +160,7 @@ namespace StgSharp.Graphics.OpenGL
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public enum ShaderStatus : int
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{
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CompileStatus = GLconst.COMPILE_STATUS,
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CompileStatus = glConst.COMPILE_STATUS,
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}
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@@ -182,7 +182,7 @@ namespace StgSharp.Graphics.OpenGL
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param name="name"> ContextName of the Uniform in shader code </param>
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/// <param _name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public unsafe Uniform<T> GetUniform<T>( string name ) where T: struct
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@@ -193,7 +193,7 @@ namespace StgSharp.Graphics.OpenGL
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param name="name"> ContextName of the Uniform in shader code </param>
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/// <param _name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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public unsafe Uniform<T, U> GetUniform<T, U>( string name )
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where T: struct
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@@ -206,7 +206,7 @@ namespace StgSharp.Graphics.OpenGL
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param name="name"> ContextName of the Uniform in shader code </param>
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/// <param _name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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public unsafe Uniform<T, U, V> GetUniform<T, U, V>( string name )
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where T: struct
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@@ -220,7 +220,7 @@ namespace StgSharp.Graphics.OpenGL
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param name="name"> ContextName of the Uniform in shader code </param>
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/// <param _name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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public unsafe Uniform<T, U, V, W> GetUniform<T, U, V, W>( string name )
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where T: struct
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@@ -33,6 +33,7 @@ using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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@@ -129,7 +130,7 @@ namespace StgSharp.Graphics.OpenGL
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{
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue( Uniform<Matrix44> uniform, Matrix44 mat )
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public void SetUniformValue( [NotNull] Uniform<Matrix44> uniform, Matrix44 mat )
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{
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Matrix44 temp = mat;
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Context.glUniformMatrix4fv(
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@@ -138,35 +139,35 @@ namespace StgSharp.Graphics.OpenGL
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue(
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Uniform<float, float, float, float> uniform,
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[NotNull]Uniform<float, float, float, float> uniform,
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Vec4 vec )
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{
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Vec4 temp = vec;
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Context.glUniform1fv( uniform.id.SignedValue, 4, &temp );
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Context.glUniform1fv( uniform.id.SignedValue, 4, &temp.reg );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue( Uniform<Vec4> uniform, Vec4 vec )
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public void SetUniformValue( [NotNull]Uniform<Vec4> uniform, Vec4 vec )
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{
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Vec4 temp = vec;
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Context.glUniform1fv( uniform.id.SignedValue, 4, &temp );
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Context.glUniform1fv( uniform.id.SignedValue, 4, &temp.reg );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue( Uniform<float> uniform, float v0 )
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public void SetUniformValue( [NotNull]Uniform<float> uniform, float v0 )
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{
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Context.glUniform1f( uniform.id.SignedValue, v0 );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue( Uniform<int> uniform, int i0 )
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public void SetUniformValue( [NotNull]Uniform<int> uniform, int i0 )
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{
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Context.glUniform1i( uniform.id.SignedValue, i0 );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue(
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Uniform<float, float> uniform,
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[NotNull] Uniform<float, float> uniform,
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float v0,
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float v1 )
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{
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@@ -175,7 +176,7 @@ namespace StgSharp.Graphics.OpenGL
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue(
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Uniform<float, float, float> uniform,
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[NotNull] Uniform<float, float, float> uniform,
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float v0,
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float v1,
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float v2 )
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@@ -185,7 +186,7 @@ namespace StgSharp.Graphics.OpenGL
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue(
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Uniform<float, float, float, float> uniform,
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[NotNull] Uniform<float, float, float, float> uniform,
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float v0,
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float v1,
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float v2,
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