daily update on 20240203 by nitloadd youmu. New glhandle setup.
This commit is contained in:
@@ -10,25 +10,414 @@ using System.Threading.Tasks;
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namespace StgSharp.Graphics
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{
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internal unsafe struct GLonUpdateInternal
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internal unsafe struct GLonUpdateInternal : IglFunc
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{
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private GLcontext* gl;
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internal ConcurrentQueue<Vec4d> paramQueue;
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public IntPtr ActiveTexturePtr;
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public IntPtr AttachShaderPtr;
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public IntPtr BindBufferPtr;
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internal IntPtr ClearColorPtr;
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internal IntPtr ClearGraphicErrorPtr;
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internal IntPtr CompileShaderPtr;
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internal GLparamQueue paramQueue;
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private GLcontext* gl;
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public GLonUpdateInternal(GLcontext* api)
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{
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gl = api;
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ActiveTexturePtr = Marshal.GetFunctionPointerForDelegate(ActiveTexture);
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}
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private void ActiveTexture()
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public void ActivePointer()
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{
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uint type;
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IglFunc gl = this;
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ActiveTexturePtr = Marshal.GetFunctionPointerForDelegate(gl.ActiveTexture);
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AttachShaderPtr = Marshal.GetFunctionPointerForDelegate(gl.AttachShader);
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BindBufferPtr = Marshal.GetFunctionPointerForDelegate(gl.BindBuffer);
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CompileShaderPtr = Marshal.GetFunctionPointerForDelegate(gl.CompileShader);
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}
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void IglFunc.ActiveTexture(uint type)
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{
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uint t;
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paramQueue.TryDequeue(out t);
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gl->glActiveTexture(t);
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}
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void IglFunc.AfterAlign(Form form, Action action)
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{
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throw new NotImplementedException();
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}
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void IglFunc.AlignFrame(Form form)
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{
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throw new NotImplementedException();
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}
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void IglFunc.AttachShader(glHandle program, glHandle shader)
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{
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uint p, s;
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paramQueue.TryDequeue(out p, out s);
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gl->glAttachShader(p, s);
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}
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void IglFunc.BindBuffer(BufferType bufferType, uint index)
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{
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uint t, i;
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paramQueue.TryDequeue(out t, out i);
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gl->glBindBuffer(t, i);
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}
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void IglFunc.BindTexture(uint type, uint texture)
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{
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uint t, te;
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paramQueue.TryDequeue(out t, out te);
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gl->glBindTexture(t, te);
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}
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void IglFunc.BindVertexArray(uint index)
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{
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uint i;
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paramQueue.TryDequeue(out i);
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gl->glBindVertexArray(i);
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}
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void IglFunc.Clear(MaskBufferBit mask)
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{
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uint mt;
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paramQueue.TryDequeue(out mt);
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gl->glClear(mt);
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}
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void IglFunc.ClearColor(float R, float G, float B, float A)
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{
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float r, g, b, a;
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paramQueue.TryDequeue(out r, out g, out b, out a);
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gl->glClearColor(r, g, b, a);
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}
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void IglFunc.ClearGraphicError()
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{
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while (gl->glGetError() != 0) { }
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}
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glHandle IglFunc.CompileShader(string shaderCode, ShaderType shaderType)
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{
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IntPtr shaderHandle, codeHandle;
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paramQueue.TryDequeue(out codeHandle, out shaderHandle);
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uint shaderID;
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shaderCode += '\0';
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shaderID = InternalIO.InternalLoadShaderCode(shaderCode, (int)shaderType);
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if (shaderID == 0)
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{
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IntPtr logPtr = InternalIO.InternalReadLog();
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string log;
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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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log = Encoding.UTF8.GetString(logByte);
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log = log.Replace("\0", "");
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bool isUseful = false;
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foreach (char item in log)
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{
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if (!char.IsControl(item))
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{
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isUseful = true; break;
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}
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}
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if (!isUseful)
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{
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throw new Exception();
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}
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}
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catch (Exception)
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{
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log = "Failed to compile shader.\nFailed to get GLSL compiler log";
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}
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InternalIO.InternalWriteLog(log, LogType.Error);
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}
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*(uint*)shaderHandle = shaderID;
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return default;
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}
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glHandle IglFunc.CreateProgram()
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{
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throw new NotImplementedException();
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}
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glHandle IglFunc.CreateProgram(int count)
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{
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throw new NotImplementedException();
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}
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IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share)
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{
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throw new NotImplementedException();
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}
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glHandle IglFunc.CreatGraphicProgram()
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{
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throw new NotImplementedException();
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}
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void IglFunc.DeleteBuffer(uint handle)
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{
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throw new NotImplementedException();
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}
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void IglFunc.DeleteBuffers(glHandle handle)
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{
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throw new NotImplementedException();
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}
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void IglFunc.DeleteVertexArrays(glHandle arrays)
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{
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throw new NotImplementedException();
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}
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void IglFunc.DrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr)
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{
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throw new NotImplementedException();
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}
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void IglFunc.GenBuffers(uint count, glHandle ptr)
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{
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throw new NotImplementedException();
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}
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void IglFunc.GenTextures(uint count, glHandle ptr)
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{
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throw new NotImplementedException();
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}
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void IglFunc.GenVertexArrays(uint count, glHandle ptr)
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{
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throw new NotImplementedException();
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}
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void IglFunc.GetGraphicError()
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{
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throw new NotImplementedException();
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}
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int IglFunc.GetUniformLocation(uint program, byte* ptr)
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{
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throw new NotImplementedException();
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}
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bool IglFunc.GetWindowShouldClose(Form form)
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{
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throw new NotImplementedException();
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}
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void IglFunc.MakeContexCurrent(Form form)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetValue(Uniform<float> uniform, float v0)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetValue(Uniform<int> uniform, int i0)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SetWindowShouldClose(Form form, bool mark)
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{
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throw new NotImplementedException();
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}
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void IglFunc.SwapBuffers(Form form)
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{
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throw new NotImplementedException();
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}
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void IglFunc.TextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels)
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{
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throw new NotImplementedException();
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}
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void IglFunc.TextureParameter(uint target, uint pname, int param)
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{
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throw new NotImplementedException();
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}
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void IglFunc.UseProgram(uint program)
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{
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throw new NotImplementedException();
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}
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void IglFunc.Viewport(int x, int y, uint width, uint height)
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{
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throw new NotImplementedException();
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}
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}
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internal unsafe class GLparamQueue
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{
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private ConcurrentQueue<M128> paramQueue;
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public GLparamQueue()
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{
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paramQueue = new ConcurrentQueue<M128>();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Enqueue(Vec4d v)
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{
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paramQueue.Enqueue(v);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Enqueue(uint u0)
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{
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M128 m = default;
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m.UInt32[0] = u0;
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paramQueue.Enqueue(m);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Enqueue(uint u0, uint u1)
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{
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M128 m = default;
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m.UInt32[0] = u0;
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m.UInt32[1] = u1;
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paramQueue.Enqueue(m);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Enqueue(float f0, float f1, float f2, float f3)
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{
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M128 m = default;
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m.Single[0] = f0;
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m.Single[1] = f1;
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m.Single[2] = f2;
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m.Single[3] = f3;
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paramQueue.Enqueue(m);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Enqueue(IntPtr p0, IntPtr p1)
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{
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M128 m = default;
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m.IntPtr0 = p0;
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m.IntPtr1 = p1;
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paramQueue.Enqueue(m);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void TryDequeue(out IntPtr p0, out IntPtr p1)
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{
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M128 ret;
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if (paramQueue.TryDequeue(out ret))
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{
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p0 = ret.IntPtr0;
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p1 = ret.IntPtr1;
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}
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else
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{
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InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
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throw new Exception();
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void TryDequeue(out float f0, out float f1, out float f2, out float f3)
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{
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M128 ret;
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if (paramQueue.TryDequeue(out ret))
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{
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f0 = ret.UInt32[0];
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f1 = ret.UInt32[1];
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f2 = ret.UInt32[2];
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f3 = ret.UInt32[3];
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}
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else
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{
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InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
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throw new Exception();
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void TryDequeue(out uint u0)
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{
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M128 ret;
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if (paramQueue.TryDequeue(out ret))
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{
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u0 = ret.UInt32[0];
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}
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else
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{
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InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
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throw new Exception();
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void TryDequeue(out uint u0, out uint u1)
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{
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M128 ret;
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if (paramQueue.TryDequeue(out ret))
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{
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u0 = ret.UInt32[0];
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u1 = ret.UInt32[1];
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}
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else
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{
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InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
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throw new Exception();
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}
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}
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}
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}
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