daily update on 20240104 by nitload youmu, double threading not work

This commit is contained in:
Nitload
2024-01-04 08:58:12 +08:00
parent 14eaab455f
commit 2767c91293
138 changed files with 9692 additions and 11011 deletions
+48 -167
View File
@@ -1,6 +1,7 @@
using StgSharp.Logic;
using StgSharp.Math;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@@ -10,217 +11,97 @@ namespace StgSharp.Graphics
{
internal class GLonTimeout : IglFunc
{
FrameTimeoutException refreshSIgnal = new FrameTimeoutException();
FrameTimeoutException signal = new FrameTimeoutException("This frame is timeout");
private static readonly GLonTimeout singleInstance
= new GLonTimeout();
FrameTimeoutException refreshSIgnal = new FrameTimeoutException();
FrameTimeoutException signal = new FrameTimeoutException("This frame is timeout");
private GLonTimeout() { }
internal static GLonTimeout Set()
{
return singleInstance;
}
void IglFunc.ActiveTexture(uint type) => throw signal;
void IglFunc.ActiveTexture(uint type)
{
throw signal;
}
void IglFunc.AfterAlign(Form form, Action action) => throw signal;
void IglFunc.AfterAlign(Form form, Action action)
{
throw signal;
}
void IglFunc.AlignFrame(Form form) => throw signal;
void IglFunc.AlignFrame(Form form)
{
throw signal;
}
void IglFunc.AttachShader(uint program, uint shader) => throw signal;
void IglFunc.AttachShader(uint program, uint shader)
{
throw signal;
}
void IglFunc.BindBuffer(BufferType bufferType, uint index) => throw signal;
void IglFunc.BindBuffer(BufferType bufferType, uint index)
{
throw signal;
}
void IglFunc.BindTexture(uint type, uint texture) => throw signal;
void IglFunc.BindTexture(uint type, uint texture)
{
throw signal;
}
void IglFunc.BindVertexArray(uint index) => throw signal;
void IglFunc.BindVertexArray(uint index)
{
throw signal;
}
void IglFunc.Clear(MaskBufferBit mask) => throw signal;
void IglFunc.Clear(MaskBufferBit mask)
{
throw signal;
}
void IglFunc.ClearColor(float R, float G, float B, float A) => throw signal;
void IglFunc.ClearColor(float R, float G, float B, float A)
{
throw signal;
}
void IglFunc.ClearGraphicError() => throw signal;
void IglFunc.ClearGraphicError()
{
throw signal;
}
uint IglFunc.CompileShader(string shaderCode, ShaderType shaderType) => throw signal;
uint IglFunc.CompileShader(string shaderCode, ShaderType shaderType)
{
throw signal;
}
uint IglFunc.CreateProgram() => throw signal;
uint IglFunc.CreateProgram()
{
throw signal;
}
IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share) => throw signal;
IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share)
{
throw signal;
}
uint IglFunc.CreatGraphicProgram() => throw signal;
uint IglFunc.CreatGraphicProgram()
{
throw signal;
}
public void DeleteBuffer(uint handle) => throw signal;
unsafe void IglFunc.DeleteBuffers(int count, uint* ptr)
{
throw signal;
}
unsafe void IglFunc.DeleteBuffers(uint count, uint[] ptr) => throw signal;
unsafe void IglFunc.DeleteVertexArrays(int count, uint* ptr)
{
throw signal;
}
unsafe void IglFunc.DeleteVertexArrays(uint count, uint[] ptr) => throw signal;
void IglFunc.DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr)
{
throw signal;
}
void IglFunc.DrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr) => throw signal;
unsafe void IglFunc.GenBuffers(int count, uint* ptr)
{
throw signal;
}
unsafe void IglFunc.GenBuffers(uint count, uint* ptr) => throw signal;
unsafe void IglFunc.GenTextures(int count, uint* ptr)
{
throw signal;
}
unsafe void IglFunc.GenTextures(uint count, uint* ptr) => throw signal;
unsafe void IglFunc.GenVertexArrays(int count, uint* ptr)
{
throw signal;
}
unsafe void IglFunc.GenVertexArrays(uint count, uint* ptr) => throw signal;
void IglFunc.GetGraphicError()
{
throw signal;
}
void IglFunc.GetGraphicError() => throw signal;
unsafe int IglFunc.GetUniformLocation(uint program, byte* ptr)
{
throw signal;
}
unsafe int IglFunc.GetUniformLocation(uint program, byte* ptr) => throw signal;
bool IglFunc.GetWindowShouldClose(Form form)
{
throw signal;
}
bool IglFunc.GetWindowShouldClose(Form form) => throw signal;
void IglFunc.MakeContexCurrent(Form form)
{
throw signal;
}
void IglFunc.MakeContexCurrent(Form form) => throw signal;
void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
{
throw signal;
}
void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage) => throw signal;
void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
{
throw signal;
}
void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage) => throw signal;
void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
{
throw signal;
}
void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler) => throw signal;
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
throw signal;
}
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3) => throw signal;
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
throw signal;
}
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec) => throw signal;
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
throw signal;
}
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2) => throw signal;
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
{
throw signal;
}
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1) => throw signal;
void IglFunc.SetValue(Uniform<float> uniform, float v0)
{
throw signal;
}
void IglFunc.SetValue(Uniform<float> uniform, float v0) => throw signal;
void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
throw signal;
}
void IglFunc.SetValue(Uniform<int> uniform, int i0) => throw signal;
void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
throw signal;
}
void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec) => throw signal;
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, int stride, int pointer)
{
throw signal;
}
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer) => throw signal;
void IglFunc.SwapBuffers(Form form)
{
throw signal;
}
void IglFunc.SwapBuffers(Form form) => throw signal;
unsafe void IglFunc.TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels)
{
throw signal;
}
unsafe void IglFunc.TextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels) => throw signal;
void IglFunc.TextureParameter(uint target, uint pname, int param)
{
throw signal;
}
void IglFunc.TextureParameter(uint target, uint pname, int param) => throw signal;
void IglFunc.UseProgram(uint program)
{
throw signal;
}
void IglFunc.UseProgram(uint program) => throw signal;
void IglFunc.Viewport(int x, int y, int width, int height)
{
throw signal;
}
void IglFunc.Viewport(int x, int y, uint width, uint height) => throw signal;
internal static GLonTimeout Set() => singleInstance;
void IglFunc.SetWindowShouldClose(Form form, bool mark) => throw signal;
}
}