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
@@ -2,6 +2,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
@@ -14,13 +15,13 @@ namespace StgSharp.Graphics
private IglFunc GL;
internal unsafe Uniform(
Form.Shader program, string name, IglFunc gL)
uint shaderID, string name, IglFunc gL)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = gL;
fixed (byte* ptr = namearray)
{
id = GL.GetUniformLocation(program.programID, ptr);
id = GL.GetUniformLocation(shaderID, ptr);
}
}
@@ -40,7 +41,7 @@ namespace StgSharp.Graphics
private IglFunc GL;
internal unsafe Uniform(
Form.Shader program, string name, IglFunc glFunc)
Shader program, string name, IglFunc glFunc)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = glFunc;
@@ -64,7 +65,7 @@ namespace StgSharp.Graphics
internal int id;
private IglFunc GL;
public unsafe Uniform(Form.Shader program, string name, IglFunc glFunc)
public unsafe Uniform(Shader program, string name, IglFunc glFunc)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = glFunc;
@@ -89,7 +90,7 @@ namespace StgSharp.Graphics
internal int id;
private IglFunc GL;
internal unsafe Uniform(Form.Shader program, string name, IglFunc glFunc)
internal unsafe Uniform(Shader program, string name, IglFunc glFunc)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
fixed (byte* ptr = namearray)
@@ -108,125 +109,107 @@ namespace StgSharp.Graphics
internal partial class GLonRender : IglFunc
{
/// <summary>
/// Set data value to a float <see cref="Uniform{T}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="v0">The value to be set</param>
void IglFunc.SetValue(Uniform<float> uniform, float v0)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float> uniform, float v0)
{
api.Uniform1f(uniform.id, v0);
api->glUniform1f(uniform.id, v0);
}
/// <summary>
/// Set data value to a int <see cref="Uniform{T}"/>,
/// all types of parameters are int.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="i0">The value to be set</param>
void IglFunc.SetValue(Uniform<int> uniform, int i0)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
api.Uniform1i(uniform.id, i0);
api->glUniform1i(uniform.id, i0);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
{
api.Uniform2f(uniform.id, v0, v1);
api->glUniform2f(uniform.id, v0, v1);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
/// <param name="v2">The third value to be set</param>
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
api.Uniform3f(uniform.id, v0, v1, v2);
api->glUniform3f(uniform.id, v0, v1, v2);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V,W}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V,W}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
/// <param name="v2">The third value to be set</param>
/// <param name="v3">The forth value to be set</param>
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
api.Uniform4f(uniform.id, v0, v1, v2, v3);
api->glUniform4f(uniform.id, v0, v1, v2, v3);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V,W}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V,W}"/> target</param>
/// <param name="vec">A <see cref="Vec4d"/> packing four parameters of the uniform </param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
api.Uniform1fv(uniform.id, 4, &vec.fvec);
api->glUniform1fv(uniform.id, 4, &vec);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T}"/>,
/// all types of parameters are <see cref="Vec4d"/>.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="vec">A <see cref="Vec4d"/> value of the uniform </param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
api.Uniform1fv(uniform.id, 4, &vec.fvec);
api->glUniform1fv(uniform.id, 4, &vec);
}
}
internal partial class GLonUpdate
{
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => { api->glUniform3f(uniform.id, v0, v1, v2); }
);
}
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => { api->glUniform2f(uniform.id, v0, v1); }
);
}
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => { api->glUniform4f(uniform.id, v0, v1, v2, v3); }
);
}
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
Vec4d cache = vec;
api->glUniform1fv(uniform.id, 4, &cache);
}
);
}
void IglFunc.SetValue(Uniform<float> uniform, float v0)
unsafe void IglFunc.SetValue(Uniform<float> uniform, float v0)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => { api->glUniform1f(uniform.id, v0); }
);
}
void IglFunc.SetValue(Uniform<int> uniform, int i0)
unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => { api->glUniform1d(uniform.id, i0); }
);
}
void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
unsafe void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
Vec4d cache = vec;
api->glUniform1fv(uniform.id, 4, &cache);
}
);
}
}
}