code clean up

This commit is contained in:
Youmu Liu
2025-10-17 10:49:00 +08:00
parent d3e0b5d005
commit 1927f4fdf3
223 changed files with 5675 additions and 6160 deletions
@@ -1,33 +1,30 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glFucntionSourceManager.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
// -----------------------------------------------------------------------
// file="glFucntionSourceManager"
// Project: StgSharp
// AuthorGroup: Nitload
// Copyright (c) Nitload. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the ¡°Software¡±), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED ¡°AS IS¡±,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
using StgSharp;
using System;
@@ -52,26 +49,26 @@ namespace StgSharp.Graphics.OpenGL
get => unusedTextureImageUintInitilizing.Value;
}
internal void ReturnAvailableUnit( IEnumerable<TextureUnit> source )
internal void ReturnAvailableUnit(IEnumerable<TextureUnit> source)
{
int v = glConst.TEXTURE0 + TextureUnitCount;
foreach( TextureUnit unit in source )
foreach (TextureUnit unit in source)
{
if( ( int )unit > v ) {
if ((int)unit > v) {
throw new InvalidOperationException(
"Source contains texture unit beyond context support." );
"Source contains texture unit beyond context support.");
}
}
}
internal int TryGetAvailableTextureUnit( int count, out IEnumerable<TextureUnit> result )
internal int TryGetAvailableTextureUnit(int count, out IEnumerable<TextureUnit> result)
{
result = new Queue<TextureUnit>();
for( int i = 0; i < count; i++ )
for (int i = 0; i < count; i++)
{
if( UnusedTextureImageUint.TryDequeue( out TextureUnit unit ) )
if (UnusedTextureImageUint.TryDequeue(out TextureUnit unit))
{
( result as Queue<TextureUnit> )!.Enqueue( unit );
(result as Queue<TextureUnit>)!.Enqueue(unit);
} else
{
return i;
@@ -83,8 +80,8 @@ namespace StgSharp.Graphics.OpenGL
private ConcurrentQueue<TextureUnit> InitializeUnusedTextureImageUint()
{
ConcurrentQueue<TextureUnit> result = new ConcurrentQueue<TextureUnit>();
for( int index = 0; index < TextureUnitCount; index++ ) {
result.Enqueue( ( TextureUnit )( glConst.TEXTURE0 + index ) );
for (int index = 0; index < TextureUnitCount; index++) {
result.Enqueue((TextureUnit)(glConst.TEXTURE0 + index));
}
return result;
}