add from giga-device, new branch added
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Shader.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;
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using StgSharp.Internal;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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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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using System.Xml.Linq;
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namespace StgSharp.Graphics.OpenGL
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{
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public abstract partial class glRender : RenderStream
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{
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/// <summary>
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/// Create an instance of <see cref="Shader" /> program
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/// </summary>
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/// <returns>
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/// New instance of <see cref="Shader" /> instance.
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/// </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected override sealed ShaderProgram CreateShaderProgram()
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{
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return new ShaderProgram(this);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected override sealed Shader CreateShaderSegment(ShaderType type, int count)
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{
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return new Shader(GL.CreateShaderSet(count, type), type, this);
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}
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}
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public class Shader : ISSDSerializable
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{
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private readonly OpenGLFunction GL;
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internal readonly GlHandle[] handle;
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public readonly ShaderType type;
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internal unsafe Shader(GlHandle[] handle, ShaderType usage, glRender stream)
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{
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this.handle = handle;
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GL = stream.GL;
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type = usage;
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}
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public SerializableTypeCode SSDTypeCode => SerializableTypeCode.Shader;
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/// <summary>
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/// Attach one shader code to a shader program.
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/// </summary>
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/// <param _label="target">
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/// Shader program to attach
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/// </param>
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/// <param _label="index">
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/// Index of shader code in current shader code set.
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/// </param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void AttachTo(int index, [NotNull]ShaderProgram target)
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{
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GL.AttachShader(target.handle, handle[index]);
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}
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public void CheckStatus(int index, ShaderStatus status)
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{
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string log = GL.GetShaderStatus(this, index, (int)status);
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if (!string.IsNullOrEmpty(log)) {
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throw new InvalidOperationException($"{$"Shader Error \t{status}\n"}{log}");
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void Compile(int index, ReadOnlySpan<byte> codeU8Stream)
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{
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GL.LoadShaderSource(handle[index], codeU8Stream);
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GL.CompileShader(handle[index]);
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CheckStatus(index, ShaderStatus.CompileStatus);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void Compile(int index, byte[] codeStream)
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{
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ArgumentNullException.ThrowIfNull(codeStream);
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GL.LoadShaderSource(handle[index], codeStream);
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GL.CompileShader(handle[index]);
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CheckStatus(index, ShaderStatus.CompileStatus);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void Compile(int index, string codeStream)
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{
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ArgumentNullException.ThrowIfNull(codeStream);
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GL.LoadShaderSource(handle[index], codeStream.AsSpan());
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GL.CompileShader(handle[index]);
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CheckStatus(index, ShaderStatus.CompileStatus);
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}
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public void FromBytes(byte[] stream)
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{
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throw new NotImplementedException();
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}
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public static byte[] FromCodeFile(string fileRoute)
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{
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string str = File.ReadAllText(fileRoute);
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if (string.IsNullOrEmpty(str)) {
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throw new InvalidOperationException($"Cannot load and GLSL code from {fileRoute}");
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}
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return Encoding.UTF8.GetBytes(str);
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}
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public byte[] GetBytes()
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{
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return Array.Empty<byte>();
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}
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public byte[] GetBytes(out int length)
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{
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throw new NotImplementedException();
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}
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public override string ToString()
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{
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return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
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}
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}
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public enum ShaderStatus : int
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{
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CompileStatus = glConst.COMPILE_STATUS,
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}
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public class ShaderProgram
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{
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private readonly OpenGLFunction GL;
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internal readonly GlHandle handle;
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/// <summary>
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/// CustomizeInit a program with no shader attached.
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/// </summary>
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internal unsafe ShaderProgram(glRender binding)
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{
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GL = binding.GL;
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handle = GL.CreateProgram();
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}
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param _label="name">
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/// ContextName of the Uniform in shader code
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/// </param>
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/// <returns>
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///
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/// </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe Uniform<T> GetUniform<T>(string name) where T: unmanaged
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{
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return new Uniform<T>(GL.GetUniformLocation(this.handle, name));
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}
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param _label="name">
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/// ContextName of the Uniform in shader code
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/// </param>
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/// <returns>
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///
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/// </returns>
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public unsafe Uniform<T, U> GetUniform<T, U>(string name) where T: unmanaged where U: struct
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{
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return new Uniform<T, U>(GL.GetUniformLocation(this.handle, name));
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}
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param _label="name">
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/// ContextName of the Uniform in shader code
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/// </param>
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/// <returns>
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///
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/// </returns>
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public unsafe Uniform<T, U, V> GetUniform<T, U, V>(string name) where T: unmanaged
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where U: struct
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where V: struct
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{
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return new Uniform<T, U, V>(GL.GetUniformLocation(this.handle, name));
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}
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param _label="name">
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/// ContextName of the Uniform in shader code
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/// </param>
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/// <returns>
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///
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/// </returns>
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public unsafe Uniform<T, U, V, W> GetUniform<T, U, V, W>(string name) where T: unmanaged
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where U: struct
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where V: struct
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where W: struct
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{
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return new Uniform<T, U, V, W>(GL.GetUniformLocation(this.handle, name));
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}
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/// <summary>
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/// Link the shader to current viewPortDisplay.
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/// </summary>
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public unsafe void Link()
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{
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if (InternalIO.InternalLinkShaderProgram(
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(OpenglContext*)this.GL.ContextHandle, handle.Value) ==
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0)
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{
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IntPtr logPtr = InternalIO.InternalReadSSCLog();
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try
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{
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byte[] logByte = new byte[512];
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Marshal.Copy(logPtr, logByte, 0, 512);
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string log = Encoding.UTF8.GetString(logByte);
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log = log.Replace("\0", string.Empty);
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InternalIO.InternalWriteLog(log, LogType.Error);
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}
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catch (Exception ex)
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{
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InternalIO.InternalWriteLog(ex.Message, LogType.Error);
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}
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}
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}
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/// <summary>
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/// Let the current viewPortDisplay use this shader.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void Use()
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{
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GL.UseProgram(handle);
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}
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~ShaderProgram()
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{
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//handle.Dispose();
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}
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}
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}
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