daily update on 20240203 by nitloadd youmu. New glhandle setup.
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@@ -20,23 +20,24 @@ namespace StgSharp.Graphics
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}
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}
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public class Shader
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{
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/// <summary>
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/// A <see cref="uint"/> value represent this shader.
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/// </summary>
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public readonly uint programID;
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internal uint vertexShaderID;
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internal uint fragmentShaderID;
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internal readonly glHandle Handle;
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public readonly ShaderType type;
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private IglFunc GL;
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/// <summary>
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/// Inti a shader with no program attached.
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/// </summary>
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internal unsafe Shader(IglFunc gl)
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internal unsafe Shader(IglFunc gl, ShaderType t, int count)
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{
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GL = gl;
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programID = GL.CreateProgram();
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type = t;
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if (type == ShaderType.Program)
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{
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Handle = GL.CreateProgram();
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}
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}
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internal void ChangeEnvironment(IglFunc gl)
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@@ -48,10 +49,10 @@ namespace StgSharp.Graphics
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/// Compile the vertex shader to be attached to this shader.
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/// </summary>
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/// <param name="shaderCode">GLSL code of vertex shader.</param>
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public unsafe void CompileVertexShader(string shaderCode)
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public unsafe void CompileShader(string shaderCode)
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{
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vertexShaderID = GL.CompileShader(shaderCode, ShaderType.VERTEX);
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GL.AttachShader(programID, vertexShaderID);
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vertexHandle = GL.CompileShader(shaderCode, type);
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GL.AttachShader(programHandle, vertexHandle);
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}
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/// <summary>
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@@ -60,8 +61,8 @@ namespace StgSharp.Graphics
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/// <param name="shaderCode">GLSL code of fragment shader.</param>
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public unsafe void CompileFragmentShader(string shaderCode)
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{
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fragmentShaderID = GL.CompileShader(shaderCode, ShaderType.FRAGMENT);
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GL.AttachShader(programID, fragmentShaderID);
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fragmentHandle = GL.CompileShader(shaderCode, ShaderType.FRAGMENT);
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GL.AttachShader(programHandle, fragmentHandle);
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}
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/// <summary>
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@@ -69,7 +70,7 @@ namespace StgSharp.Graphics
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/// </summary>
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public void Link()
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{
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if (InternalIO.InternalLinkShaderProgram(programID) == 0)
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if (InternalIO.InternalLinkShaderProgram(programHandle) == 0)
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{
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IntPtr logPtr = InternalIO.InternalReadLog();
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try
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@@ -99,7 +100,7 @@ namespace StgSharp.Graphics
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int uniform;
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fixed (byte* ptr = bytes)
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{
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uniform = GL.GetUniformLocation(programID, ptr);
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uniform = GL.GetUniformLocation(programHandle, ptr);
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}
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if (uniform != -1)
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{
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@@ -107,7 +108,7 @@ namespace StgSharp.Graphics
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}
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else
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{
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throw new Exception($"Cannot find the uniform {name} in shader {programID}");
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throw new Exception($"Cannot find the uniform {name} in shader {programHandle}");
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}
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}
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/// <summary>
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@@ -124,7 +125,7 @@ namespace StgSharp.Graphics
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int uniform;
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fixed (byte* ptr = bytes)
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{
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uniform = GL.GetUniformLocation(programID, ptr);
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uniform = GL.GetUniformLocation(programHandle, ptr);
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}
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if (uniform != -1)
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{
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@@ -132,7 +133,7 @@ namespace StgSharp.Graphics
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}
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else
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{
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throw new Exception($"Cannot find the uniform {name} in shader {programID}");
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throw new Exception($"Cannot find the uniform {name} in shader {programHandle}");
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}
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}
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/// <summary>
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@@ -150,7 +151,7 @@ namespace StgSharp.Graphics
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int uniform;
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fixed (byte* ptr = bytes)
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{
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uniform = GL.GetUniformLocation(programID, ptr);
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uniform = GL.GetUniformLocation(programHandle, ptr);
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}
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if (uniform != -1)
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{
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@@ -158,7 +159,7 @@ namespace StgSharp.Graphics
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}
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else
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{
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throw new Exception($"Cannot find the uniform {name} in shader {programID}");
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throw new Exception($"Cannot find the uniform {name} in shader {programHandle}");
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}
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}
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@@ -168,7 +169,7 @@ namespace StgSharp.Graphics
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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(programID);
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GL.UseProgram(programHandle);
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}
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}
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