add from giga-device, new branch added
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="VBO.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.Mathematics;
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using System;
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using System.Collections.Generic;
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using System.Net.Security;
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using System.Numerics;
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using System.Reflection;
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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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public sealed unsafe class VertexBuffer : GlBufferObjectBase
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{
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internal VertexBuffer(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.ArrayBuffer, _bufferHandle[index]);
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}
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/// <summary>
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///
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Unbind()
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{
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GL.BindBuffer(BufferType.ArrayBuffer, GlHandle.Zero);
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}
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/// <summary>
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/// Set _data to current vertex BufferHandle object
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/// </summary>
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/// <typeparam _label="TItem">
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/// Type of bufferData
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/// </typeparam>
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/// <param _label="index">
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/// Index to find certain VBO in this instance
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/// </param>
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/// <param _label="bufferData">
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/// Data to write in
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/// </param>
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/// <param _label="usage">
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/// How OpenGL use these _data, defined by <see cref="BufferUsage" />
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/// </param>
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public void WriteMatrixData<T>(int index, T bufferData, BufferUsage usage)
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where T: unmanaged, IMatrix<T>
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{
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GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
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GL.SetBufferData(BufferType.ArrayBuffer, bufferData, usage);
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}
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/// <summary>
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/// Set _data to current vertex BufferHandle object
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/// </summary>
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/// <typeparam _label="TItem">
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/// Type of bufferData
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/// </typeparam>
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/// <param _label="index">
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/// Index to find certain VBO in this instance
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/// </param>
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/// <param _label="bufferArray">
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/// Data to write in
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/// </param>
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/// <param _label="usage">
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/// How OpenGL use these _data, defined by <see cref="BufferUsage" />
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/// </param>
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public void WriteScalerData<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.ArrayBuffer, _bufferHandle[index]);
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GL.SetBufferData(BufferType.ArrayBuffer, bufferArray, usage);
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}
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/// <summary>
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/// Set _data to current vertex BufferHandle object
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/// </summary>
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/// <typeparam _label="TItem">
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/// Type of bufferData
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/// </typeparam>
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/// <param _label="index">
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/// Index to find certain VBO in this instance
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/// </param>
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/// <param _label="scalerSpan">
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/// A <see cref="Span{T}" /> of _data to write in
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/// </param>
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/// <param _label="usage">
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/// How OpenGL use these _data, defined by <see cref="BufferUsage" />
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/// </param>
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public void WriteScalerData<T>(int index, ReadOnlySpan<T> scalerSpan, BufferUsage usage)
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where T: unmanaged,INumber<T>
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{
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GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
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GL.SetBufferData(BufferType.ArrayBuffer, scalerSpan, usage);
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}
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/// <summary>
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/// Set data to current vertex BufferHandle object
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/// </summary>
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/// <typeparam _label="TItem">
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/// Type of bufferData
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/// </typeparam>
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/// <param _label="index">
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/// Index to find certain VBO in this instance
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/// </param>
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/// <param _label="vectorSpan">
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/// A <see cref="Span{T}" /> of data to write in
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/// </param>
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/// <param _label="usage">
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/// How OpenGL use these data, defined by <see cref="BufferUsage" />
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/// </param>
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public void WriteVectorData<T>(int index, ReadOnlySpan<T> vectorSpan, BufferUsage usage)
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where T: unmanaged, IFixedVector<T>
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{
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GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
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GL.SetBufferVectorData(BufferType.ArrayBuffer, vectorSpan, usage);
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}
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/// <summary>
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/// Set _data to current vertex BufferHandle object
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/// </summary>
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/// <typeparam _label="TItem">
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/// Type of bufferData
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/// </typeparam>
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/// <param _label="index">
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/// Index to find certain VBO in this instance
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/// </param>
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/// <param _label="vectorArray">
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/// A array of _data to write in
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/// </param>
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/// <param _label="usage">
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/// How OpenGL use these _data, defined by <see cref="BufferUsage" />
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/// </param>
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public void WriteVectorData<T>(int index, T[] vectorArray, BufferUsage usage)
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where T: unmanaged, IFixedVector<T>
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{
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GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
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GL.SetBufferVectorData(BufferType.ArrayBuffer, vectorArray, 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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