add from giga-device, new branch added
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="EBO.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Graphics;
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using StgSharp.Graphics.OpenGL;
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using StgSharp.Internal.OpenGL;
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using StgSharp.Mathematics;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace StgSharp.Graphics.OpenGL
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{
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/// <summary>
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/// A collection of handle to Element BufferHandle Object in OpenglFunc. Each <see
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/// langword="uint" /> value indexed from instance of this class this is the only handle to
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/// one Element BufferHandle Object.
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/// </summary>
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public sealed unsafe class ElementBuffer : GlBufferObjectBase
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{
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internal ElementBuffer(int n, glRender binding)
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: base(binding)
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{
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_bufferHandle = GL.GenBuffers(n);
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}
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public sealed override void Bind(int index)
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{
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GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]);
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}
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public void SetValue<T>(int index, T[] bufferArray, BufferUsage usage)
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where T: unmanaged, INumber<T>
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{
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GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]);
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GL.SetBufferData<T>(BufferType.ElementArrayBuffer, bufferArray, usage);
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}
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public void SetValue<T>(int index, ReadOnlySpan<T> bufferSpan, BufferUsage usage)
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where T: unmanaged, INumber<T>
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{
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GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]);
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GL.SetBufferData<T>(BufferType.ElementArrayBuffer, bufferSpan, usage);
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}
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protected sealed override void Dispose(bool disposing)
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{
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if (disposing) {
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GL.DeleteBuffers(_bufferHandle);
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}
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}
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}
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}
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