add from giga-device, new branch added
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="glRenderObjectGenrator.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 System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics.OpenGL
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{
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public partial class glRender
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{
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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protected AutoTextureGL CreateAutoTexture( int count )
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{
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return new AutoTextureGL( count, this );
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}
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/// <summary>
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/// Create a set of <see cref="ElementBuffer" />.
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/// </summary>
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/// <param _label="count">
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/// Amount of EBO to be created.
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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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protected ElementBuffer CreateElementBuffer( int count )
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{
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return new ElementBuffer( count, this );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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protected FrameBuffer CreateFrameBuffer( int count )
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{
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return new FrameBuffer( count, this );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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protected RenderBuffer CreateRenderBuffer( int count )
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{
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return new RenderBuffer( count, this );
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}
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/// <summary>
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/// Create a sets of <see cref="TextureGL" />
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/// </summary>
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/// <param _label="count">
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/// Amount of textures to be created.
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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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protected TextureGL CreateTexture( int count )
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{
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return new TextureGL( count, this );
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}
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/// <summary>
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/// Create a set of <see cref="VertexArray" />.
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/// </summary>
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/// <param _label="count">
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/// Amount of VAO to be created.
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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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protected VertexArray CreateVertexArray( int count )
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{
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return new VertexArray( count, this );
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}
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/// <summary>
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/// Create a set of <see cref="VertexBuffer" />.
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/// </summary>
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/// <param _label="count">
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/// Amount of Object to be created.
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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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protected VertexBuffer CreateVertexBuffer( int count )
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{
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return new VertexBuffer( count, this );
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}
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}
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}
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